You keep mixing up facts and ascribing me opinions to support your position.
The solution is there: allow magic item crafting and purchasing. Prices are on page 135 of the DMG and crafting is on page 128. They still exist in the game.
I consider those rules a sorry excuse for a real working system. The crafting rules can be summarized with "it takes too long". The purchasing rules are almost completely random.
In fact, I would argue they exist only as a placeholder to protect WotC from complaints about not including any such rules.
It's a shame that strategy seems to be working on at least one person.
Had they given set prices for items, that would have caused problems for people who wanted magic to be cheaper or more expensive.
That argument is complete bollocks.
Anyone wanting cheaper/more expensive magic can just halve/double any prices regardless.
And there's the potential to misprice a magic item, making something too cheap or too expensive
Yeah, so it's better to start off with almost all items mispriced?
When was the potential for making mistakes ever a good reason for not trying?
And the formulas for making magic items in 3e/PF were laughably broken.
If you hand these out to the players, yes they were. But who says you must do that?
Besides, the formulas might be broken, but the preset individual prices for things in the DMG (as opposed to stuff created by players specifically to abuse the system) are still way better than the sloppy randomness that is 5E.
Guestimating pricing isn't that complicated. Looking at the magic item charts (pages 144-149), some items have higher odds than others. Pricing should likely be related to those odds. Anything with a 1% chance should be much more expensive than something with a 10% chance.
You're only parroting the idea from the DMG. Please stop telling me things I already know.
Besides, it is a stupid idea. The base price of an item should be based on utility, power and function.
The actual asking price might well be modified (quite heavily) by rarity, but that doesn't excuse not having a rational base price to begin with.
Any yet you're okay with people spending months out of the campaign crafting magic items? Aka a form of downtime.
No, what gave you that crazy idea?
And a type of downtime that focuses on a single character doing something while the rest of the party sits idle.
Yes exactly.
Why not let the fighter run a business while the wizard is making the +1 sword? Or the rogue operate a thieves' guild? Or the cleric build a cathedral?
Why not skip the cathedral-building and sword-creating altogether?
Why not skip directly to the next adventure?
Oh wait, you must have confused me with someone else, since I have been VERY CLEAR I'M DISCUSSING THE NO-DOWNTIME PLAYING STYLE!
You're being a little contradictory. You're against going straight from dungeon to dungeon to dungeon but against downtime.
No, I am not contradictory.
You are insulting my intelligence if you really believe that.
This begs the question: why is the party adventuring?
If they're just getting treasure to buy more magic items so they can get better treasure so they can buy better magic items then there's no real gain. They never actually end up with any treasure.
Let me tell you a secret.
Gold, like experience points, are WORTHLESS in itself.
Why would you think we want treasure? To sleep on it like a dragon? To eat it like a first edition barbarian?
No, the only value in gold/xp is in spending it, in exchanging it for something worthwhile.
In your campaign, clearly a cathedral is worthwhile. But in mine, it is useless.
Why should the game support your expenditures but not mine, when all previous editions have done so?
Except there are rules to support it.
Sorry but the main value of those rules seems to be to draw out and expose the clueless and the apologists. In that, they seem to be working well...
You can buy and make magic items with the DM's permission. If your DM is not permitting you then your issue is with him and not the rules.
Thanks for that straw man. No, I have no issues with myself.
That's the thing with 3e/PF/4e, gold was redundant. Instead of gold, PCs could have conveniently received the gear they needed. RAW there's no reason for the party to receive a single gold piece.
So I guess you advocate a communist society then where everything belongs to everybody, and you don't need money since everything is provided for you?
Sorry but that preposterous argument needed what it deserved.
But to be exceedingly clear: the point of money is to transfer the purchasing decision from the adventure/DM to the player/character.
You gain gold and not stuff because:
1) the DM doesn't need to figure out exact items beforehand
2) the player gets to choose him or herself
3) the risk of getting stuff you can't or won't use is lessened
4) the character can focus his abilities in a certain direction, instead of relying on (semi-)random bonus categories
But you're NOT improving your character. The magic item assumptions gave characters a +1 bonus while also giving monsters a +1 keeping everything even. It's the illusion of improvement.
Sorry why are you discussing 3E now?
I thought we agreed 5E didn't work this way?
And, yes, picking items to gain extra powers and options is fun... for some people. For other people it's a chore as they have to spend their free time looking through books of magic items to spend another 15,000 gp. Not everyone wants that bookkeeping.
I did say any magic item pricing guidelines should be OPTIONAL, didn't I?
Why are you still arguing with me? Why are you still denying me the right to enjoy 5E just as much as you do?
Have I promised I would arrive at your house and prevent you from using the






random mess of a rule for magic items you seem to cherish so much just because WotC let me purchase a solid replacement?
I can't imagine I have, but if so, I deeply apologize and take it all back.