Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
No Magic Shops!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sunseeker" data-source="post: 7339166"><p>Perhaps our difference lies more in how we see the price. I see the price less as a price tag and more of a monetary valuation. </p><p></p><p>It's something I've wished many editions of D&D had been more specific, granular and generally more standardized about.</p><p></p><p>Take for example the 3.5 spell "Trap the Soul" the spell requires a gem worth 1kGp/HD of the target. </p><p></p><p>Without a standardized price for gems, we can never determine what a 1kGp gem actually <em>is</em>. And attempting to make a living economy in our game we only make this problem <em>worse</em> since now we've got the problem that a 1k gem in Civilization A might be a 10k gem across the ocean. And it does nothing for addressing the fact that a 1k diamond and a 1k amethyst would be completely different in size. Are diamonds only more expensive because they are more rare? Or are they more expensive because a massive diamond conglomerate artificially limits supply in order to increase the value of a diamond well beyond it's actual value? *cough*DeBeers*cough*</p><p></p><p>In real life there are many functions to determine the value of a gem but they are fairly standardized (at its basics: size, type, quality). But D&D has traditionally <em>not</em> addressed these fairly simple elements to IMO, its own detriment and the detriment of the game. </p><p></p><p>I see magic item prices much the same way. It's an issue of developing a standard for a functional analysis of value. Why is X weapon worth more than Y weapon? Because it's a +1 not a +2. Because it is Shocking and not Flaming Burst. Part of this is me coming at magic items from an MTG card-game angle. Any MTG player can look at a card, and most people will come to a general consensus that <em>most</em> Uncommons are about right for an Uncommon. There's variance, but it's within a tolerable range, sometimes there are exceptions. </p><p></p><p>But with D&D gear, there's no "range". There's no commonality between their magic items. This is because, much like the CR system, they are only using <em>one</em> variable to analyze the value of a magic item (and frankly I don't think they're even using it very well, a lot of them are just holdovers from their rarities in previous editions). Using more variables to set the value allows you to come to a better understanding of what you are actually producing. Honestly, it would be good game design for them to use multi-variable analysis on their end.</p><p></p><p>Then you wouldn't have the devs saying things like "We left Fireball more powerful because it's a holdover iconic spell from previous editions." Translation: we left a broken spell broken because it's important to keep broken things. LOLWUT.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7339166"] Perhaps our difference lies more in how we see the price. I see the price less as a price tag and more of a monetary valuation. It's something I've wished many editions of D&D had been more specific, granular and generally more standardized about. Take for example the 3.5 spell "Trap the Soul" the spell requires a gem worth 1kGp/HD of the target. Without a standardized price for gems, we can never determine what a 1kGp gem actually [I]is[/I]. And attempting to make a living economy in our game we only make this problem [I]worse[/I] since now we've got the problem that a 1k gem in Civilization A might be a 10k gem across the ocean. And it does nothing for addressing the fact that a 1k diamond and a 1k amethyst would be completely different in size. Are diamonds only more expensive because they are more rare? Or are they more expensive because a massive diamond conglomerate artificially limits supply in order to increase the value of a diamond well beyond it's actual value? *cough*DeBeers*cough* In real life there are many functions to determine the value of a gem but they are fairly standardized (at its basics: size, type, quality). But D&D has traditionally [I]not[/I] addressed these fairly simple elements to IMO, its own detriment and the detriment of the game. I see magic item prices much the same way. It's an issue of developing a standard for a functional analysis of value. Why is X weapon worth more than Y weapon? Because it's a +1 not a +2. Because it is Shocking and not Flaming Burst. Part of this is me coming at magic items from an MTG card-game angle. Any MTG player can look at a card, and most people will come to a general consensus that [I]most[/I] Uncommons are about right for an Uncommon. There's variance, but it's within a tolerable range, sometimes there are exceptions. But with D&D gear, there's no "range". There's no commonality between their magic items. This is because, much like the CR system, they are only using [I]one[/I] variable to analyze the value of a magic item (and frankly I don't think they're even using it very well, a lot of them are just holdovers from their rarities in previous editions). Using more variables to set the value allows you to come to a better understanding of what you are actually producing. Honestly, it would be good game design for them to use multi-variable analysis on their end. Then you wouldn't have the devs saying things like "We left Fireball more powerful because it's a holdover iconic spell from previous editions." Translation: we left a broken spell broken because it's important to keep broken things. LOLWUT. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
No Magic Shops!
Top