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<blockquote data-quote="pming" data-source="post: 6513091" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>I think the problem I see with that statement is simply due to player and DM preference. From what it seems like to me, the OP has a game that is more "<em>Lord of the Rings</em>" based, and less "<em>Your Highness</em>". Two fairly different styles (both entertaining as heck...btw).</p><p></p><p>"Balanced Individual Magic Item Price" for each item wouldn't work in the spirit of the 5e rules. I see that sprit, in this regard, as being heavily tilted towards "It's <em>your</em> freaking campaign...who are we to say 100gp is right? Who are we to say 10,000gp is right? The designers? We don't matter because, as we said, it's <em>your freaking campaign</em>.". That said...</p><p></p><p>...With Magic Item Pricing, I think the DMG should have had a bit more meat on the bone, but I'd have liked to see a "variable price" scheme. Say, four differing "magic abundance" ratings for a campaign. A DM could use the "Magic Shop's are fairly common" rules, where a formula might be "100gp x XYZ", down to "Magic Items Very Rare" rules, where the same formula might be "10k x XYZ". That way a DM could, if he wanted, choose which level of 'availability' he wanted in his game and the players would *still* have no say in the matter (e.g., they couldn't point to the book and say "See! You're screwing us!"...ok, they could still say that, but you, as DM, could point right back and say "See! I'm not using the Magic Items are <em>COMPLETELY UNAVAILABLE</em> rules!").</p><p></p><p>Anyway...the bottom line is this: A campaign is first and foremost, <em><strong>THE DM's</strong></em>, and <em>then</em> it's the players. The DM *is* the most important person at the table in terms of decision making. If a player doesn't like it, he can DM or find a different game. There's no point in playing in a DM's campaign if you don't like the DM's style. Kind of like signing up to play basketball when you really don't like it and would rather be playing golf. Just play golf.</p><p></p><p>PS: As for the "ignore the pricing"...yeah, I agree. That's easy. What isn't easy, however, is ignoring the <em>endless</em> whining, hemming and hawing, the sly-handed remarks ("Well, you probably wouldn't have died<em> if</em> you could have bought that ring of regeneration" ... *slight glare towards the DM*). That kind of stuff isn't easy to ignore. It also leads to harsh feelings on both sides of the screen. In that aspect, I'm glad there are no actual prices for magic items.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6513091, member: 45197"] Hiya! I think the problem I see with that statement is simply due to player and DM preference. From what it seems like to me, the OP has a game that is more "[I]Lord of the Rings[/I]" based, and less "[I]Your Highness[/I]". Two fairly different styles (both entertaining as heck...btw). "Balanced Individual Magic Item Price" for each item wouldn't work in the spirit of the 5e rules. I see that sprit, in this regard, as being heavily tilted towards "It's [I]your[/I] freaking campaign...who are we to say 100gp is right? Who are we to say 10,000gp is right? The designers? We don't matter because, as we said, it's [I]your freaking campaign[/I].". That said... ...With Magic Item Pricing, I think the DMG should have had a bit more meat on the bone, but I'd have liked to see a "variable price" scheme. Say, four differing "magic abundance" ratings for a campaign. A DM could use the "Magic Shop's are fairly common" rules, where a formula might be "100gp x XYZ", down to "Magic Items Very Rare" rules, where the same formula might be "10k x XYZ". That way a DM could, if he wanted, choose which level of 'availability' he wanted in his game and the players would *still* have no say in the matter (e.g., they couldn't point to the book and say "See! You're screwing us!"...ok, they could still say that, but you, as DM, could point right back and say "See! I'm not using the Magic Items are [I]COMPLETELY UNAVAILABLE[/I] rules!"). Anyway...the bottom line is this: A campaign is first and foremost, [I][B]THE DM's[/B][/I], and [I]then[/I] it's the players. The DM *is* the most important person at the table in terms of decision making. If a player doesn't like it, he can DM or find a different game. There's no point in playing in a DM's campaign if you don't like the DM's style. Kind of like signing up to play basketball when you really don't like it and would rather be playing golf. Just play golf. PS: As for the "ignore the pricing"...yeah, I agree. That's easy. What isn't easy, however, is ignoring the [I]endless[/I] whining, hemming and hawing, the sly-handed remarks ("Well, you probably wouldn't have died[I] if[/I] you could have bought that ring of regeneration" ... *slight glare towards the DM*). That kind of stuff isn't easy to ignore. It also leads to harsh feelings on both sides of the screen. In that aspect, I'm glad there are no actual prices for magic items. ^_^ Paul L. Ming [/QUOTE]
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