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General Tabletop Discussion
*Dungeons & Dragons
Value of a spell book (gp wise)
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<blockquote data-quote="5ekyu" data-source="post: 7570605" data-attributes="member: 6919838"><p>about 4 spellbooks of spells found by fourth level - guessing of course some overlap for the more commonly used ones. But still if we assume even 1/3 of those are overlaps with the ones they already chose thats maybe another 10-20 spells on top of their own innate dozen at fourth level. </p><p></p><p>Reasonable to assume that as their levels get higher the captured spellbooks get stronger - more full - unless they are out hunting down low level guys to harvest lots of first level spells they likely already have, so the catch i see is this - how then are spellsbooks "real treasures" on a market when the availabiltiy of found spellbooks is so high? </p><p></p><p>They actually seem to be fairly common without paying a dime to buy one.</p><p></p><p>its back to the catch-22 - if you find a lot and so have them to sell, the need to buy them diminishes a lot - except for the completionist collector types of fanatics. </p><p></p><p>I mean, sure, a Gm can just say in this world you find spellbooks frequently yet they also sale liken they are rare tomes even though they do you no good without then after market costs and you get so many spells that... etc and thats how it works in their world.</p><p></p><p>But using your model and the assumption of "only 1/3 of the spells are new to you" then at 12 chosen and say 20 found spells before they even hit 3rd level spells - you are looking at (assuming HALF of those 20 finds are of "good spell choices") you are looking at say having 11 top of the list spells each from first and second level spells and then having an additional 5 each level of lets say "the rest" scribed in at a cost of 1500 gp give or take before hitting fourth level and yet they are supposed to be looking for more spellbooks to buy to get the remaining "not the top ten" and "not one of the strays" they already have?</p><p></p><p>hey, sounds like a fun game. </p><p></p><p>i guess a lot of it though can come down to how decisions are made. </p><p></p><p>If a lot of the contents and scrolls and such are determined "randomly" so that a spellbook with illusory script is as likely as one with "Witch bolt" is as likely as one with mage armor or shield or magic missile etc... that creates a different sort of dynamic.</p><p></p><p>So, yeah, the more random driven a so-called market becomes, a lot of expectations change.</p><p></p><p>Either way, it doesnt get to much in the way of a standard pricing, since mostly spellbooks are just known to be "real treasures" so its and they are found quite a bit too.</p><p></p><p>My players just sold spellbooks - for a good price - back to its original owner last session but then my world is quite different from yours.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7570605, member: 6919838"] about 4 spellbooks of spells found by fourth level - guessing of course some overlap for the more commonly used ones. But still if we assume even 1/3 of those are overlaps with the ones they already chose thats maybe another 10-20 spells on top of their own innate dozen at fourth level. Reasonable to assume that as their levels get higher the captured spellbooks get stronger - more full - unless they are out hunting down low level guys to harvest lots of first level spells they likely already have, so the catch i see is this - how then are spellsbooks "real treasures" on a market when the availabiltiy of found spellbooks is so high? They actually seem to be fairly common without paying a dime to buy one. its back to the catch-22 - if you find a lot and so have them to sell, the need to buy them diminishes a lot - except for the completionist collector types of fanatics. I mean, sure, a Gm can just say in this world you find spellbooks frequently yet they also sale liken they are rare tomes even though they do you no good without then after market costs and you get so many spells that... etc and thats how it works in their world. But using your model and the assumption of "only 1/3 of the spells are new to you" then at 12 chosen and say 20 found spells before they even hit 3rd level spells - you are looking at (assuming HALF of those 20 finds are of "good spell choices") you are looking at say having 11 top of the list spells each from first and second level spells and then having an additional 5 each level of lets say "the rest" scribed in at a cost of 1500 gp give or take before hitting fourth level and yet they are supposed to be looking for more spellbooks to buy to get the remaining "not the top ten" and "not one of the strays" they already have? hey, sounds like a fun game. i guess a lot of it though can come down to how decisions are made. If a lot of the contents and scrolls and such are determined "randomly" so that a spellbook with illusory script is as likely as one with "Witch bolt" is as likely as one with mage armor or shield or magic missile etc... that creates a different sort of dynamic. So, yeah, the more random driven a so-called market becomes, a lot of expectations change. Either way, it doesnt get to much in the way of a standard pricing, since mostly spellbooks are just known to be "real treasures" so its and they are found quite a bit too. My players just sold spellbooks - for a good price - back to its original owner last session but then my world is quite different from yours. [/QUOTE]
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