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<blockquote data-quote="Guest 6801328" data-source="post: 7334685"><p>You're off by at least two and closer to three orders of magnitude for official playtesters. I think what you mean is "there are lots of people playing D&D who would be willing to provide their opinions."</p><p></p><p>But I don't think this is actually feasible. How many items can one group "playtest" accurately? What does that even mean? "In our group Bob was willing to pay 25,000 gold for a Ring of Spell Storing, and Sally was only willing to pay 5,000 gold for a +1 mace." If you are expanding the pool beyond trusted playtesters, how do you differentiate between authentic feedback and pure opinion. Or maybe you're happy just aggregated and averaging opinion?</p><p></p><p>And if you are, why not just rely on your own opinion?</p><p></p><p>Many things in this thread have puzzled me. If it's true that nobody is asking for a player-driven "magic mart" then I'm more confused than ever. Although I hate the idea of video-game-style "magic shops" with fixed prices, I can at least understand that such a thing would require good price lists to avoid player-DM debates. But if you're letting the DM decide what items are available then what's the point of having official prices? The DM is either going to make the thing available at the price he/she wants, or not make it available. </p><p></p><p>And considering that the amount of gold going around in each game is different, wouldn't you <em>want</em> the DM to set the prices? A price that makes sense in one game is likely to be either unaffordable or cheap in another game.</p><p></p><p>Now, I can agree that the rarity levels of the various items seem...strange. But <em>you are free to change that</em>. </p><p></p><p>The more I think about this...especially now that I understand that nobody wants on-demand shopping...the more I think it's a total non-issue.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7334685"] You're off by at least two and closer to three orders of magnitude for official playtesters. I think what you mean is "there are lots of people playing D&D who would be willing to provide their opinions." But I don't think this is actually feasible. How many items can one group "playtest" accurately? What does that even mean? "In our group Bob was willing to pay 25,000 gold for a Ring of Spell Storing, and Sally was only willing to pay 5,000 gold for a +1 mace." If you are expanding the pool beyond trusted playtesters, how do you differentiate between authentic feedback and pure opinion. Or maybe you're happy just aggregated and averaging opinion? And if you are, why not just rely on your own opinion? Many things in this thread have puzzled me. If it's true that nobody is asking for a player-driven "magic mart" then I'm more confused than ever. Although I hate the idea of video-game-style "magic shops" with fixed prices, I can at least understand that such a thing would require good price lists to avoid player-DM debates. But if you're letting the DM decide what items are available then what's the point of having official prices? The DM is either going to make the thing available at the price he/she wants, or not make it available. And considering that the amount of gold going around in each game is different, wouldn't you [I]want[/I] the DM to set the prices? A price that makes sense in one game is likely to be either unaffordable or cheap in another game. Now, I can agree that the rarity levels of the various items seem...strange. But [I]you are free to change that[/I]. The more I think about this...especially now that I understand that nobody wants on-demand shopping...the more I think it's a total non-issue. [/QUOTE]
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