D&D General Weapons should break left and right


log in or register to remove this ad

IME the immediate and obvious risk of having variable pricing on magic items is that the players, in character as their PCs, will see and exploit the opportunity to buy low here and sell high there; and when it comes to making a very good living, trading in magic items that way is far less painful than field adventuring.

And if it's what the characters would do, then you gotta let 'em do it.

Solution, though admittedly very arbitrary: universal pricing on items. If a +1 longsword costs 2000 here, it costs 2000 everywhere.
Nah, the solution is simple: Pawn-Shop rules. If the PCs sell, they sell for half the price or less, if they buy, they buy at full price.
 

IME the immediate and obvious risk of having variable pricing on magic items is that the players, in character as their PCs, will see and exploit the opportunity to buy low here and sell high there; and when it comes to making a very good living, trading in magic items that way is far less painful than field adventuring.

And if it's what the characters would do, then you gotta let 'em do it.

Solution, though admittedly very arbitrary: universal pricing on items. If a +1 longsword costs 2000 here, it costs 2000 everywhere.
There aren't many who can afford those kinds of prices, and fewer that would want to spend most of their savings on one item. It's possible, but it's not like there's even an inkling of a solid magic item market. That and just because Wizard Monroviary is charging 110,000, doesn't mean anyone would ever buy one for that price. He's charging that much because he doesn't want to make one, so it takes that much to get him to do it.

Variable pricing in such expensive rarities isn't a blockbuster money maker.
 




It's not. Special effects can attempt to mimic something like that, but special effects don't really have rules/mechanics like PC abilities, so they can do and get away with more.
Exactly how strict the mechanics of various PC abilities are can will vary a lot depending on the ability and the game.
 


I have to admit that trying to apply physics to a flying broom is hilarious. You have no problem with the broom flying, turning, whatever, but doing it without two hands? Oh, no, that's the seventh impossible thing before breakfast. :lol:
 

I have to admit that trying to apply physics to a flying broom is hilarious. You have no problem with the broom flying, turning, whatever, but doing it without two hands? Oh, no, that's the seventh impossible thing before breakfast. :lol:
I mean, if it were specifically enchanted to allow that, then sure. Absent such an enchantment, which the broom doesn't have by default(or it would be in the description), game physics take over as far as my game would go.

I've never seen a reason to give magic even more power and ability than it already has. ;)
 

Remove ads

Top