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PCs Making Their Own Magic Items
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<blockquote data-quote="Ferghis" data-source="post: 6031935" data-attributes="member: 40483"><p>I don't think this is necessarily the case. The fact that <em>one</em> party makes is willing to sell a good does not make that good "available" on the market. There have to be a certain amount of these goods to make them "marketable." Therefore, if the item is rare or very rare, there may, in fact, be one for sale somewhere, but that's far from there being an open market for it.</p><p></p><p>I agree that quests for items sounds unfun. The only other solution is to have an opportunity cost for making the item, which requires creating other opportunities that have benefits of similar value.</p><p></p><p>One way to implement this cost is to have magic items cost a feat (or similar resource) to attune the item. This would dramatically reduce the number of magic items players look for. Otherwise, items found are one-shot items.</p><p></p><p>You accumulate a resource, and when you have enough of it you trade it in for the item. I use this system in 4e to preserve normal currency economies in their natural state: players get components instead of cash, so they can only really use it to make items and can't wreck economies without substantial effort.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6031935, member: 40483"] I don't think this is necessarily the case. The fact that [i]one[/i] party makes is willing to sell a good does not make that good "available" on the market. There have to be a certain amount of these goods to make them "marketable." Therefore, if the item is rare or very rare, there may, in fact, be one for sale somewhere, but that's far from there being an open market for it. I agree that quests for items sounds unfun. The only other solution is to have an opportunity cost for making the item, which requires creating other opportunities that have benefits of similar value. One way to implement this cost is to have magic items cost a feat (or similar resource) to attune the item. This would dramatically reduce the number of magic items players look for. Otherwise, items found are one-shot items. You accumulate a resource, and when you have enough of it you trade it in for the item. I use this system in 4e to preserve normal currency economies in their natural state: players get components instead of cash, so they can only really use it to make items and can't wreck economies without substantial effort. [/QUOTE]
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