abirdcall
(she/her)
So, 5e was not designed with buying magic items in mind. And there is good in that. Magic items are special and gold can be used elsewhere. But buying magic items is fun and is part of most stories with these sorts of fantasy worlds.
So what do.
1. Consumables cost too much.
2. Permanent items don't cost enough.
3. Magic items lose their specialness.
4. Buying and selling is a mundane activity.
Who would buy a consumable? The party will soon be outfitted with so many items.
Solutions:
Healing Potions costs 10gp. Limit 1/short rest but can always be used to restore 1hp when at 0. If the party wants more healing from their potions then they should buy higher quality healing potions.
Consumable items, on average, cost 50% their current recommended cost.*
Other potions are limited to 1/short rest (in addition to a healing potion) or the character risks strange things happening with the mixing of potions.
This will allow the party to afford and want to use consumable items.
Permanent items, on average, cost 200% their current recommended cost.*
*Cost by rarity is a guideline, the DM makes decisions based on the estimated demand. Some items are better than others.
Wow those items are expensive! Here are some drawbacks that are easy to apply to reduce their costs.
1. Poor enchanting causes the magical strands to be frayed, loose, or otherwise poorly constructed. These items cause magical interference of differing degrees and limit how many items a character can possess. This will allow even low level adventurers to have some magical gear but they're going to want to upgrade to well made items if they want to be fully equipped.
2. Precious gems are required to replenish charges. These items may cost a lot less upfront which will allow characters to get cool items earlier but they must use them sparingly as the cost will add up.
3. Poor quality materials results in a chance to break.
Use this one rarely, it's not typically fun to have this happen. I would allow for an enchanter to repair the item at a fee.
4. Some sort of lessening of the statistics. Instead of 5 charges, it could be 3. Instead of 4 different spell effects to choose from it could be 2 or 3.
This one should be somewhat rare too. The magic items should still feel powerful and fun.
Each of these drawbacks should be fairly easy to apply without much work on the part of the DM. Importantly, they don't involve a negative game effect that will interfere with what the character is doing like a penalty to some rolls or such.
Additional ideas and thoughts welcome.
So what do.
1. Consumables cost too much.
2. Permanent items don't cost enough.
3. Magic items lose their specialness.
4. Buying and selling is a mundane activity.
Who would buy a consumable? The party will soon be outfitted with so many items.
Solutions:
Healing Potions costs 10gp. Limit 1/short rest but can always be used to restore 1hp when at 0. If the party wants more healing from their potions then they should buy higher quality healing potions.
Consumable items, on average, cost 50% their current recommended cost.*
Other potions are limited to 1/short rest (in addition to a healing potion) or the character risks strange things happening with the mixing of potions.
This will allow the party to afford and want to use consumable items.
Permanent items, on average, cost 200% their current recommended cost.*
*Cost by rarity is a guideline, the DM makes decisions based on the estimated demand. Some items are better than others.
Wow those items are expensive! Here are some drawbacks that are easy to apply to reduce their costs.
1. Poor enchanting causes the magical strands to be frayed, loose, or otherwise poorly constructed. These items cause magical interference of differing degrees and limit how many items a character can possess. This will allow even low level adventurers to have some magical gear but they're going to want to upgrade to well made items if they want to be fully equipped.
2. Precious gems are required to replenish charges. These items may cost a lot less upfront which will allow characters to get cool items earlier but they must use them sparingly as the cost will add up.
3. Poor quality materials results in a chance to break.
Use this one rarely, it's not typically fun to have this happen. I would allow for an enchanter to repair the item at a fee.
4. Some sort of lessening of the statistics. Instead of 5 charges, it could be 3. Instead of 4 different spell effects to choose from it could be 2 or 3.
This one should be somewhat rare too. The magic items should still feel powerful and fun.
Each of these drawbacks should be fairly easy to apply without much work on the part of the DM. Importantly, they don't involve a negative game effect that will interfere with what the character is doing like a penalty to some rolls or such.
Additional ideas and thoughts welcome.

