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I don't think so, but I sure do hope they provide detailed price lists and crafting rules, as well as wealth by level charts so we don't have to extrapolate them from random treasure charts.

While I always prefer for everyone to get what they want out of the game, this is one thing that I hope we don't get. I'm cool with crafting rules that require quests and rare ingredients not just X gold pieces or experience, but I really don't want to see a price tag on any item.

I'm a player 75% of the time, but my experience is that having price tags tends to cause expectations. That an item is worth a specific amount at best and that any item should be available to buy because it has a price tag at worse. I love 4e, but he player controlled magic was one of the parts I didn't like. The older I get, the more I look back on the 2e days when magic items were still magical and miss those days. When I DM, I like to go off the expected reservation and use more non-standard items. I'd rather have a character with an apparatus of Kwalish than custom magic sword #23.

I do think that the DMG will have item prices in it. But since items are back in the DMG, I'm hoping that the expectations of player control over them will be gone.
 

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I really would love to see those firearm alien tech rules. It would fit perfect for what I'm running. Very excited for this.

Until the DMG comes out or even after if the section is a small one, you might want to check out the Pathfinder SRD, they have firearms rules, cybertech, and high tech gear like weapons and armor, it wouldn't take much tweaking to adjust for 5th edition.

http://www.d20pfsrd.com/equipment---final/weapons/firearms
http://www.d20pfsrd.com/equipment---final/cybertech
http://www.d20pfsrd.com/equipment---final/technological-equipment
http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons
 

I don't think so, but I sure do hope they provide detailed price lists and crafting rules, as well as wealth by level charts so we don't have to extrapolate them from random treasure charts.

I don't think there's gonna be a wealth by level chart, i think there only will be guidelines on how to handle treasures and magic items. And i hope so, because I never used them in past editions, except when creating High-Level PC...
 

I don't think there's gonna be a wealth by level chart, i think there only will be guidelines on how to handle treasures and magic items. And i hope so, because I never used them in past editions, except when creating High-Level PC...

If there is any default assumption of treasure, a wealth by level chart can be extrapolated. X number of encounters per level on average with Y amount of treasure rolled randomly on a chart for each encounter, there is going to most likely be expected wealth by level I just hope they are transparent with that information.

For example like in the playtest there was pouch, chest, and horde categories and amount by player/encounter level.

So if there are random charts we can take that average and then look at the expected number of pouches, chests, and hordes per experience level this will give us wealth by level.

One of the major reasons you need this is introducing higher level PC's, I know some DM's make new characters start at level 1 but that is not the norm. Another is to gauge how powerful your players are relative to level, so if you want to run a published adventure for a group of characters level 7-9 the adventure might be a cake walk if the party is over geared or a meat grinder if under geared.

Having a wealth by level chart is not a straight jacket, it is a guideline.
 


While I always prefer for everyone to get what they want out of the game, this is one thing that I hope we don't get. I'm cool with crafting rules that require quests and rare ingredients not just X gold pieces or experience, but I really don't want to see a price tag on any item.

I'm a player 75% of the time, but my experience is that having price tags tends to cause expectations. That an item is worth a specific amount at best and that any item should be available to buy because it has a price tag at worse. I love 4e, but he player controlled magic was one of the parts I didn't like. The older I get, the more I look back on the 2e days when magic items were still magical and miss those days. When I DM, I like to go off the expected reservation and use more non-standard items. I'd rather have a character with an apparatus of Kwalish than custom magic sword #23.
I share this concern. My hope is that the DMG will have several different pricing schemes, without presenting any one as the default. That way players can't just assume they can plunk down 2,000 gp and have a +1 sword--they have to ask the DM which price scheme applies in this campaign, whereupon the DM can answer, "We're going with the 'magic items aren't available for sale' scheme."
 

I share this concern. My hope is that the DMG will have several different pricing schemes, without presenting any one as the default. That way players can't just assume they can plunk down 2,000 gp and have a +1 sword--they have to ask the DM which price scheme applies in this campaign, whereupon the DM can answer, "We're going with the 'magic items aren't available for sale' scheme."

this +1,000

I would love a variable proce scheme... maybe some games with high magic is weapon and armor +x equal to + times 1,000, average is + squared x2000, and low magic games + sq x100,0000
 

Frankly, I think what people are discussing about pricing/etc for magic items should be presented as an optional module. I don't want to see it at all, for the same reasons others having given. But I have no problem with it presented as an option, since a clear (and quality) pricing system would obviously make a lot of folks happy. I don't know if several schemes are needed, but I do want any presented to not be considered "core". (Perhaps the argument can/will be that anything not in the PHB is not core; I don't know.)
 

While I always prefer for everyone to get what they want out of the game, this is one thing that I hope we don't get. I'm cool with crafting rules that require quests and rare ingredients not just X gold pieces or experience, but I really don't want to see a price tag on any item.

I share this concern. My hope is that the DMG will have several different pricing schemes, without presenting any one as the default.

Frankly, I think what people are discussing about pricing/etc for magic items should be presented as an optional module. I don't want to see it at all, for the same reasons others having given. But I have no problem with it presented as an option

Uhm... now it sounds complicated. On one hand, those who want to play a game with regular "magic items market" like in some previous editions, need a price tag on each item. On the other hand, for those who don't want that sort of game, a price tag is detrimental because it inevitably creates the assumption that there must be a market as a default in 5e.

Furthermore, price tags don't work in a vacuum, their meaning depends on treasure, so writing 1000gp besides a +1 sword means nothing until someone has decided how long it typically takes a PC to gather 1000gp.

So to actually have a default magic items market for the first group of players, I think the game needs to provide not just price tags, but also treasure encounter tables and wealth-by-level guidelines (for starting at higher level). Wealth-by-level might be enough by itself, and the DM can just spread the total treasure over different encounters without strict rules about treasure per encounter.

It sounds to me too, that this should be clearly labelled as OPTIONAL.

I think most people just assume price tags will be added to each and every item, which once again will easily create the feeling that every magic item can be bought and sold, but there is another way. If every magic item just had a "magic item level" in a way similar to how monsters have a CR, then this "level" could be used as a gauge and be tied to different OPTIONAL meaning in a group's game.

For example, for items that replicate spells, their "magic item level" would be often just the minimum spellcaster level at which the PC normally get access to those spells. This would create a basis for estimating the "level" of other magic items. Then it would be easy for a gaming group to play so that normally they won't expect to find items of levels higher than their current characters level, but another gaming group who wanted to play a lower (or higher) magic campaign, could just go with "level - N" (or "level + N"). This would be the basic feature of a very simple "magic item level" system, and it would be the only thing to add to each item's description.

In addition, the DMG could have separate OPTIONAL rules to:

1) assign price tags based on magic item level, maybe some simple formula depending also on how many properties the item has (so that an item granting 2 spells costs more than another granting 1 spell of the same level)

2) using magic item level as a character level requirement for the creation of such item

3) using magic item level as a character level requirement to actually use such item, if the gaming group wants a WoW-like approach to using magic items

4) using magic item level to determine the properties of an intelligent version of certain magic items, so that they work a little bit like NPCs

Once again, each of these would be optional and completely independent on the others, but each item would only need to have a "level", everything else is taken care by these additional rules and doesn't need to be written in each item's description.
 

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