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Magic items in D&D Next: Remove them as PC dependant?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5844324" data-attributes="member: 82106"><p>The whole 'xp cost for making items' thing that bothered me is that it seems like just the opposite should be the case. Making an item should GIVE XP, it is after all an exercise in the use of magic. You'd think a wizard would learn MORE about magic from making an item, not lose knowledge and experience. So it is inherently very meta-game. It also tends to force different PCs to different levels, which is never really a great thing.</p><p></p><p>The other thing is if items exist, and money exists, then won't magic items have some sort of GP value in the game world? They could be so fantastically rare and unique that there's no real fixed number, but at some point PCs will offer to buy or sell some item or other. At that point the DM will need to come up with something. Even the 1e DMG has 'sale value' numbers for each magic item. It is just a matter of convenience and the fact that without some sort of numbers it is pretty hard to establish how the economy works. Ordinary gear and such tells us something about the 'ordinary' economy of the world, but what do big ticket items cost? At best all we have are castle construction rules perhaps as some sort of guide.</p><p></p><p>Ultimately I think the real question is only what is the wealth curve for this stuff? Prices will almost certainly exist.</p><p></p><p>Level adjustment would probably work. I think you're right, we'd have to sort out how exactly that would work, but it seems reasonable.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5844324, member: 82106"] The whole 'xp cost for making items' thing that bothered me is that it seems like just the opposite should be the case. Making an item should GIVE XP, it is after all an exercise in the use of magic. You'd think a wizard would learn MORE about magic from making an item, not lose knowledge and experience. So it is inherently very meta-game. It also tends to force different PCs to different levels, which is never really a great thing. The other thing is if items exist, and money exists, then won't magic items have some sort of GP value in the game world? They could be so fantastically rare and unique that there's no real fixed number, but at some point PCs will offer to buy or sell some item or other. At that point the DM will need to come up with something. Even the 1e DMG has 'sale value' numbers for each magic item. It is just a matter of convenience and the fact that without some sort of numbers it is pretty hard to establish how the economy works. Ordinary gear and such tells us something about the 'ordinary' economy of the world, but what do big ticket items cost? At best all we have are castle construction rules perhaps as some sort of guide. Ultimately I think the real question is only what is the wealth curve for this stuff? Prices will almost certainly exist. Level adjustment would probably work. I think you're right, we'd have to sort out how exactly that would work, but it seems reasonable. [/QUOTE]
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