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<blockquote data-quote="Sleepy Walker" data-source="post: 7330510" data-attributes="member: 6924770"><p>I agree that going through and assigning values for magic items is not easy. Another thing to consider is that it would be rare for every merchant, even experienced ones, to know the precise value of each magic item at first glance.</p><p></p><p>I was going to modify Sane Magic Item Prices, but I think there is not enough payout for the amount of work it takes (I already spent a good day just modifying that).</p><p></p><p>I think it is best to maintain the DMG's price structure for magic items, focusing on common -> Artifact for the pricing structure, with a series of modifiers for Very Useful, Semi Useful, Not Useful. Additionally, modifiers for Magic is Common, Magic is Rare, Magic is Outlawed/Taboo. Combine the above with the DMG prescribed magic selling rules.</p><p></p><p>This allows for a general price structure depending on location, usefulness, and rarity, but not so much as to give a per-gold estimate for each one. It also means that turning an unwanted magic item into coin takes time and ideally a trek to a city with a black market or sending feelers out for a buyer.</p><p></p><p></p><p>Ultimately, if the players are trying looking to buy magic and the magic is overpriced for what it does, then don't buy the magic. The trick is to make sure each item has approximately the correct usefulness modifier, but it does not have to be 100% spot on for it to work.</p><p></p><p>I also think that any magic shop or auction or whatever should not have +x weapon/armor. I think the mastercrafting aspect of the game should be greatly expanded to include much of the current generic modifiers.</p><p></p><p>*edit* This would do double duty in that getting materials and finances to have a master smith forge plate that much better would be a great way to spend gold. It also allows the player to go with normally less useful armor (chain mail, ring, or chain shirt) to be the perfect options for mastercrafting, since their lower price points would allow for cheaper masterwork items that still provide bonuses.</p><p></p><p>It would change the entire face of the game when it comes to armor and what path a player wants to take.</p></blockquote><p></p>
[QUOTE="Sleepy Walker, post: 7330510, member: 6924770"] I agree that going through and assigning values for magic items is not easy. Another thing to consider is that it would be rare for every merchant, even experienced ones, to know the precise value of each magic item at first glance. I was going to modify Sane Magic Item Prices, but I think there is not enough payout for the amount of work it takes (I already spent a good day just modifying that). I think it is best to maintain the DMG's price structure for magic items, focusing on common -> Artifact for the pricing structure, with a series of modifiers for Very Useful, Semi Useful, Not Useful. Additionally, modifiers for Magic is Common, Magic is Rare, Magic is Outlawed/Taboo. Combine the above with the DMG prescribed magic selling rules. This allows for a general price structure depending on location, usefulness, and rarity, but not so much as to give a per-gold estimate for each one. It also means that turning an unwanted magic item into coin takes time and ideally a trek to a city with a black market or sending feelers out for a buyer. Ultimately, if the players are trying looking to buy magic and the magic is overpriced for what it does, then don't buy the magic. The trick is to make sure each item has approximately the correct usefulness modifier, but it does not have to be 100% spot on for it to work. I also think that any magic shop or auction or whatever should not have +x weapon/armor. I think the mastercrafting aspect of the game should be greatly expanded to include much of the current generic modifiers. *edit* This would do double duty in that getting materials and finances to have a master smith forge plate that much better would be a great way to spend gold. It also allows the player to go with normally less useful armor (chain mail, ring, or chain shirt) to be the perfect options for mastercrafting, since their lower price points would allow for cheaper masterwork items that still provide bonuses. It would change the entire face of the game when it comes to armor and what path a player wants to take. [/QUOTE]
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