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<blockquote data-quote="Maxperson" data-source="post: 7335620" data-attributes="member: 23751"><p>What makes you think it's one or the other? People don't choose vorpal swords because they look good. They pick them because of combat success. Popular choices are popular for mechanical reasons.</p><p></p><p></p><p></p><p>That's not entirely accurate. The players may not be bidding against each other, but the aggregate will reveal the median price for an item. You will end up with a price that will be closely aligned with all tables, and perfectly with some, and that's all that you really need to do. You don't need perfection.</p><p></p><p>This isn't a just popularity contest, though. That's why price tweaking is important. What you describe there would be useless. However, playtesting and then altering prices to shift what people buy and make less popular items more popular will ultimately yield a price list that results in players making diverse purchases.</p><p></p><p>One player might go with a +1 weapon for 10,000gp. Another might go with two smaller +1/4 weapons and a combat widget for 10,000gp, because he views those 3 items as being as good or better than the +1.</p><p></p><p>Or, they can just run a mini-campaign for a few levels with X wealth by level, Y level appropriate items for purchase, and Z item prices and see what gets bought and what doesn't. Then tweak and run another mini campaign for few levels. When those item prices are tweaked so that the various tables are purchasing a variety of items rather than a select few, you give them a new short level range and new level appropriate items. Rinse repeat until all levels are covered.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7335620, member: 23751"] What makes you think it's one or the other? People don't choose vorpal swords because they look good. They pick them because of combat success. Popular choices are popular for mechanical reasons. That's not entirely accurate. The players may not be bidding against each other, but the aggregate will reveal the median price for an item. You will end up with a price that will be closely aligned with all tables, and perfectly with some, and that's all that you really need to do. You don't need perfection. This isn't a just popularity contest, though. That's why price tweaking is important. What you describe there would be useless. However, playtesting and then altering prices to shift what people buy and make less popular items more popular will ultimately yield a price list that results in players making diverse purchases. One player might go with a +1 weapon for 10,000gp. Another might go with two smaller +1/4 weapons and a combat widget for 10,000gp, because he views those 3 items as being as good or better than the +1. Or, they can just run a mini-campaign for a few levels with X wealth by level, Y level appropriate items for purchase, and Z item prices and see what gets bought and what doesn't. Then tweak and run another mini campaign for few levels. When those item prices are tweaked so that the various tables are purchasing a variety of items rather than a select few, you give them a new short level range and new level appropriate items. Rinse repeat until all levels are covered. [/QUOTE]
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