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<blockquote data-quote="FormerlyHemlock" data-source="post: 6511218" data-attributes="member: 6787650"><p>Selling prices for magic items should logically be based on production costs. WotC <em>did</em> supply production costs for every single magic item in the optional downtime rules. The problem is that they are pretty bad rules. In addition to being non-granular, they make many items too cheap and easy to create (although not cheap enough that "any NPC would be a fool not to buy" a +1 sword for 500 gp) and other items so absurdly poor cost/benefit tradeoffs that they should not exist (Sovereign Glue is not worth 500,000 gold and 55 years of your life to create). If each item, in addition to describing its effects, had a blurb describing briefly what it takes to create it (Ring of Shooting Stars: 4000 gp, 700 spell level slots, meteoric iron, exposure to interplanetary vacuum), the lack of official "magic item shop" prices would be a total non-issue: you could easily derive a stable equilibrium price by just tripling creation costs or something. That would only work as a price in a mass-producing magic economy (non-default setting) but the creation info would be useful anywhere--more useful than the "common/uncommon/rare" information anyway, more flavorful, and taking up not much more space in the DMG.</p><p></p><p>P.S. RE: "a fool not to buy magic items". A sword +1 is maybe 20% more effective than a regular sword, for ten times the price or more. Even in real-world areas where violence is rife and you <em>are</em> a fool not to buy weaponry, how many thugs do you see buying cutting-edge Israeli/American/etc. weaponry instead of a whole pile of cheap-but-effective AK-47s?</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6511218, member: 6787650"] Selling prices for magic items should logically be based on production costs. WotC [I]did[/I] supply production costs for every single magic item in the optional downtime rules. The problem is that they are pretty bad rules. In addition to being non-granular, they make many items too cheap and easy to create (although not cheap enough that "any NPC would be a fool not to buy" a +1 sword for 500 gp) and other items so absurdly poor cost/benefit tradeoffs that they should not exist (Sovereign Glue is not worth 500,000 gold and 55 years of your life to create). If each item, in addition to describing its effects, had a blurb describing briefly what it takes to create it (Ring of Shooting Stars: 4000 gp, 700 spell level slots, meteoric iron, exposure to interplanetary vacuum), the lack of official "magic item shop" prices would be a total non-issue: you could easily derive a stable equilibrium price by just tripling creation costs or something. That would only work as a price in a mass-producing magic economy (non-default setting) but the creation info would be useful anywhere--more useful than the "common/uncommon/rare" information anyway, more flavorful, and taking up not much more space in the DMG. P.S. RE: "a fool not to buy magic items". A sword +1 is maybe 20% more effective than a regular sword, for ten times the price or more. Even in real-world areas where violence is rife and you [I]are[/I] a fool not to buy weaponry, how many thugs do you see buying cutting-edge Israeli/American/etc. weaponry instead of a whole pile of cheap-but-effective AK-47s? [/QUOTE]
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