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<blockquote data-quote="Jester David" data-source="post: 6653355" data-attributes="member: 37579"><p>But do your players expect you to be an unerring slave to the rules? To never deviate or customize the rules? </p><p></p><p></p><p>What's the difference? The D&D community is effectively a group of DMs. There's no practical difference between a DM fixing the rules themselves and tapping another DM to do so. </p><p></p><p></p><p>It's a lot harder to pull an airship out of your pocket in a dungeon when needed.</p><p></p><p>Plus, it's not like previous editions of D&D have made sense in this regard. The wealth of a high level PC in 3e/4e allowed them to buy multiple ships as they carted around several hundred thousand gp of magical gear.</p><p></p><p></p><p>The rule system works just find.</p><p>A subset of a subsystem of the rule system has a slight quirk. That's nothing. A rule that occupies half a page of the 640-odd pages of rules doesn't cover all instances. That's 0.078% of the rule system. It's an insignificant portion of the rules. </p><p></p><p>Still, this really is a moot point. The rules give the baseline and assume the maximum, but page 135 makes it pretty clear there is a range of prices, which likely apply to the other pricing charts in the book. </p><p>Plus, there's this tidbit from the aforementioned page: <p style="margin-left: 20px"><strong>If </strong>your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. <strong>Suggested values</strong> are provided in the Magic Item Rarity table.<strong> The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity.</strong></p><p>Emphasis added. So a potion would really be 2,500 - 25,000 depending on the level of magic in your campaign.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6653355, member: 37579"] But do your players expect you to be an unerring slave to the rules? To never deviate or customize the rules? What's the difference? The D&D community is effectively a group of DMs. There's no practical difference between a DM fixing the rules themselves and tapping another DM to do so. It's a lot harder to pull an airship out of your pocket in a dungeon when needed. Plus, it's not like previous editions of D&D have made sense in this regard. The wealth of a high level PC in 3e/4e allowed them to buy multiple ships as they carted around several hundred thousand gp of magical gear. The rule system works just find. A subset of a subsystem of the rule system has a slight quirk. That's nothing. A rule that occupies half a page of the 640-odd pages of rules doesn't cover all instances. That's 0.078% of the rule system. It's an insignificant portion of the rules. Still, this really is a moot point. The rules give the baseline and assume the maximum, but page 135 makes it pretty clear there is a range of prices, which likely apply to the other pricing charts in the book. Plus, there's this tidbit from the aforementioned page: [INDENT][B]If [/B]your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. [B]Suggested values[/B] are provided in the Magic Item Rarity table.[B] The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity.[/B][/INDENT] Emphasis added. So a potion would really be 2,500 - 25,000 depending on the level of magic in your campaign. [/QUOTE]
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