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<blockquote data-quote="Ainamacar" data-source="post: 5699253" data-attributes="member: 70709"><p>I'm don't think I'm assuming that a robust market for magic items exist. (I suppose I am assuming the physical gp is a liquid asset, but that's practically its raison d'être.) The whole notion is to use the concept to imagine how a game's magic item economy could work in highly liquid or illiquid markets, and then provide really simple rules of thumb to the DM to help replicate the feeling they want in their setting.</p><p></p><p>The king example is true in either case (wealth doesn't directly indicate cash in hand or assets easily convertible to it), although the final selling price, if a deal went through, of a holy avenger to a king that wanted it would probably depend a great deal on which kind of market exists for magic items. I do think it is helpful to assume a liquid market for magic items when giving their canonical "value" since the primary purpose it serves in the game is to compare the utility of items, which is what the equilibrium price should represent in an idealized market. The actual buying or selling could be easily modified to fit the setting. In one campaign all items sell for full book value, in another you can barely find a buyer and shouldn't expect to get much when you do. The absence of wealth by level requirements or assumed equipment means the game could support both types equally well.</p><p></p><p></p><p></p><p></p><p>Thank you for the info. I'm also not too concerned about how players get their magic items. The tools I meant are those that tell the DM how to handle whatever magic items the PCs actually possess. That kind of tool is useful across a wide variety of games, much more so than wealth by level.</p><p></p><p></p><p></p><p></p><p>I'm in the same boat. Well, I suppose I am excited, but more because this is an area of game design I find very interesting, and I want to see what they come up with. With respect to 5e itself, I am merely, as stated, encouraged. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5699253, member: 70709"] I'm don't think I'm assuming that a robust market for magic items exist. (I suppose I am assuming the physical gp is a liquid asset, but that's practically its raison d'être.) The whole notion is to use the concept to imagine how a game's magic item economy could work in highly liquid or illiquid markets, and then provide really simple rules of thumb to the DM to help replicate the feeling they want in their setting. The king example is true in either case (wealth doesn't directly indicate cash in hand or assets easily convertible to it), although the final selling price, if a deal went through, of a holy avenger to a king that wanted it would probably depend a great deal on which kind of market exists for magic items. I do think it is helpful to assume a liquid market for magic items when giving their canonical "value" since the primary purpose it serves in the game is to compare the utility of items, which is what the equilibrium price should represent in an idealized market. The actual buying or selling could be easily modified to fit the setting. In one campaign all items sell for full book value, in another you can barely find a buyer and shouldn't expect to get much when you do. The absence of wealth by level requirements or assumed equipment means the game could support both types equally well. Thank you for the info. I'm also not too concerned about how players get their magic items. The tools I meant are those that tell the DM how to handle whatever magic items the PCs actually possess. That kind of tool is useful across a wide variety of games, much more so than wealth by level. I'm in the same boat. Well, I suppose I am excited, but more because this is an area of game design I find very interesting, and I want to see what they come up with. With respect to 5e itself, I am merely, as stated, encouraged. :) [/QUOTE]
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