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<blockquote data-quote="Fauchard1520" data-source="post: 7328917" data-attributes="member: 6896326"><p>Oh sure. I just meant that there isn't official support for it. Fans had to invent a price list to support the magic shop style of play. Back in development, one of the big selling points of 5e was that it would be extremely modular, with optional subsystems (like feats) to increase or decrease complexity. My argument is that, by not including a price list, the "magic shop module" becomes a lot harder to implement. That seems at odds with the design philosophy. </p><p></p><p>Interestingly however, that decision sets up the "magic items aren't for sale" style as the default, which is arguably the lesser of two evils. I've seen my share of tables treat magic item lists like shopping catalogs, which can take a lot of the magic out of magic. Like I argued in the comic linked in the OP, giving something a price tends to make it less special. Like so many elements of design, it becomes a game of balancing pros and cons.</p></blockquote><p></p>
[QUOTE="Fauchard1520, post: 7328917, member: 6896326"] Oh sure. I just meant that there isn't official support for it. Fans had to invent a price list to support the magic shop style of play. Back in development, one of the big selling points of 5e was that it would be extremely modular, with optional subsystems (like feats) to increase or decrease complexity. My argument is that, by not including a price list, the "magic shop module" becomes a lot harder to implement. That seems at odds with the design philosophy. Interestingly however, that decision sets up the "magic items aren't for sale" style as the default, which is arguably the lesser of two evils. I've seen my share of tables treat magic item lists like shopping catalogs, which can take a lot of the magic out of magic. Like I argued in the comic linked in the OP, giving something a price tends to make it less special. Like so many elements of design, it becomes a game of balancing pros and cons. [/QUOTE]
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