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<blockquote data-quote="NotAYakk" data-source="post: 8254752" data-attributes="member: 72555"><p>So, D&D was played where people just went into dungeons, got treasure, came out, and repeated.</p><p></p><p>Without a central book of magic item prices.</p><p></p><p>The DM made naughty word up on the spot.</p><p></p><p>You only need such a list if the ability to pick which magic items a given character has is in the hands of the player, where they spend gp to customize their PC's abilities from a menu determined by said prices.</p><p></p><p>---</p><p></p><p>You can even have a magic item shop under such a system.</p><p></p><p>Start with XGTE prices.</p><p>Common: 100 gp</p><p>Uncommon: 400 gp</p><p>Rare: 4000 gp</p><p>Very Rare: 40000 gp</p><p>Legendary: 200000 gp</p><p></p><p>Now lets make them random.</p><table style='width: 100%'><tr><td>Rarity</td><td>Sell to NPC</td><td>Buy from NPC</td></tr><tr><td>Common</td><td>1d8 * 10 gp</td><td>1d4 * 50 gp</td></tr><tr><td>Uncommon</td><td>1d6 * 50 gp</td><td>1d8 * 100 gp</td></tr><tr><td>Rare</td><td>1d6 * 500 gp</td><td>1d8 * 1000 gp</td></tr><tr><td>Very Rare</td><td>1d6 * 5000 gp</td><td>1d8 * 10000 gp</td></tr><tr><td>Legendary</td><td>1d10 * 10000 gp</td><td>1d4 * 100000 gp</td></tr></table><p></p><p>Roll twice on the buy/sell values. The lowest (for buying) and highest (for selling) is the asking price. The other value is the absolute limit of what can be bargained for short of killing the buyer/seller and stealing it.</p><p></p><p>If it has been X weeks since the last time you got a price for an item, roll 1d20; if the value is at or under X, reroll the price. Otherwise, you get the same price.</p><p></p><p>Now we just have to distribute items avaliable for sale. Have a system whereby the items for sale "level up" with the players somehow, either by accessing new places where things sell, or as the PCs spend money, or make naughty word up.</p><p></p><p>Every 1d20 days, remove half of the items for sale at random, then roll on a DMG treasure table horde for new items for sale. For each item, roll twice for the price (highest is asking, lowest is absolute floor).</p><p></p><p>There we have it. You now can spend gold on magic items. You can't customize your character. Sometimes you'll run into an item that is awesome and cheap, other times they will be selling a potion of healing for way too much and you won't buy it.</p><p></p><p>No fixed prices needed. Unless, as I said, you are going to hand the price list to players who spend their gold points on customizing their characters from a menu.</p><p></p><p>---</p><p></p><p>Flaws in a price list only matter if everything is for sale at one point in time. Because without that, there really isn't a chance to trade your boots of levitation for boots of flying. Either you have the gold, need to fly, and one or the other is for sale, or not. The odds both are for sale at the same time is low, so PCs won't even compare the prices in-game.</p><p></p><p>Maybe they'll find they have boots of levitation, and they find boots of flying for sale, and it is a bit strange that the merchant buys the levitation boots and sells you the flying boots and gives change. But, as I have mentioned, it isn't hard to explain that; maybe the boots of levitation are the actual boots in some actual story and the merchant knows a collector, while the boots of flying have no such story.</p><p></p><p>Requiring a globally consistent system only matters if the entire system is in play at once.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8254752, member: 72555"] So, D&D was played where people just went into dungeons, got treasure, came out, and repeated. Without a central book of magic item prices. The DM made naughty word up on the spot. You only need such a list if the ability to pick which magic items a given character has is in the hands of the player, where they spend gp to customize their PC's abilities from a menu determined by said prices. --- You can even have a magic item shop under such a system. Start with XGTE prices. Common: 100 gp Uncommon: 400 gp Rare: 4000 gp Very Rare: 40000 gp Legendary: 200000 gp Now lets make them random. [TABLE] [TR] [TD]Rarity[/TD] [TD]Sell to NPC[/TD] [TD]Buy from NPC[/TD] [/TR] [TR] [TD]Common[/TD] [TD]1d8 * 10 gp[/TD] [TD]1d4 * 50 gp[/TD] [/TR] [TR] [TD]Uncommon[/TD] [TD]1d6 * 50 gp[/TD] [TD]1d8 * 100 gp[/TD] [/TR] [TR] [TD]Rare[/TD] [TD]1d6 * 500 gp[/TD] [TD]1d8 * 1000 gp[/TD] [/TR] [TR] [TD]Very Rare[/TD] [TD]1d6 * 5000 gp[/TD] [TD]1d8 * 10000 gp[/TD] [/TR] [TR] [TD]Legendary[/TD] [TD]1d10 * 10000 gp[/TD] [TD]1d4 * 100000 gp[/TD] [/TR] [/TABLE] Roll twice on the buy/sell values. The lowest (for buying) and highest (for selling) is the asking price. The other value is the absolute limit of what can be bargained for short of killing the buyer/seller and stealing it. If it has been X weeks since the last time you got a price for an item, roll 1d20; if the value is at or under X, reroll the price. Otherwise, you get the same price. Now we just have to distribute items avaliable for sale. Have a system whereby the items for sale "level up" with the players somehow, either by accessing new places where things sell, or as the PCs spend money, or make naughty word up. Every 1d20 days, remove half of the items for sale at random, then roll on a DMG treasure table horde for new items for sale. For each item, roll twice for the price (highest is asking, lowest is absolute floor). There we have it. You now can spend gold on magic items. You can't customize your character. Sometimes you'll run into an item that is awesome and cheap, other times they will be selling a potion of healing for way too much and you won't buy it. No fixed prices needed. Unless, as I said, you are going to hand the price list to players who spend their gold points on customizing their characters from a menu. --- Flaws in a price list only matter if everything is for sale at one point in time. Because without that, there really isn't a chance to trade your boots of levitation for boots of flying. Either you have the gold, need to fly, and one or the other is for sale, or not. The odds both are for sale at the same time is low, so PCs won't even compare the prices in-game. Maybe they'll find they have boots of levitation, and they find boots of flying for sale, and it is a bit strange that the merchant buys the levitation boots and sells you the flying boots and gives change. But, as I have mentioned, it isn't hard to explain that; maybe the boots of levitation are the actual boots in some actual story and the merchant knows a collector, while the boots of flying have no such story. Requiring a globally consistent system only matters if the entire system is in play at once. [/QUOTE]
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