D&D General Weapons should break left and right


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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.

So sorry sir/madam you have to sell at half of what you paid and you need to pay a commission to the seller. Of course you can show proper provenance and history of sales? No problem, that will just be a small fee for a title search check. Oh, and are you part of the MIRU (Magic Item Resale Union)? No? That's going to be an extra charge as well. So let's see, add all that up and it's going to cost you 5,000 GP to sell that sword. What? Why yes we do follow HMA (Hollywood Movie Accounting) practices!
 



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.
Which is fine until the PCs try to assign values within their own treasury while dividing it. We used to use a system like this - we called it "high-low value" as each item had a high value (to buy) and a low value (to sell) - and it caused no end of headaches in treasury division because every time an item was sold off (at the low value) rather than claimed from treasury (at the high value, to maximize the share amounts), everyone's share amount changed.

End result was that players trying to sort out their characters' finances and determine what said characters could afford to claim were faced with a constantly-changing share amount to work with. Worse, everything had to be recalculated every time which meant someone was glued to a calculator all ngiht (one of our players spent ages trying to design a computer program to do this for us, with mixed results).

Eventually we just said screw this, and went to a single-value system.
 


Shouldn't be hard to rig up a seat and stirrups for someone's Broom of Flying.
I had a character once do something almost just like this: she rigged up a harness that in effect tied her to the broom and also built in some cushioning. Why? Because she was about to go on a two-day-long flight across a small ocean and didn't want to fall off if she fell asleep in the air (the broom had "cruise control", if given no new instructions it just kept going in the same direction and speed, though wind could blow it off course).
 

I see it as similar to riding a bike - yes it's a good idea to keep your hands on the handlebars but some people are good enough (or daring enough) to successfully ride "no hands".
Yep. And some of those are badly injured or killed doing it. If you want to let go and try to fly a thin stick, controlling it's movement, while casting a spell, you're going to be making a check to see if you fall 10's or 100's of feet. If you are dumb enough to actually try and swing a weapon while on that stick, that check will be really hard.
 
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I see it as similar to riding a bike - yes it's a good idea to keep your hands on the handlebars but some people are good enough (or daring enough) to successfully ride "no hands".

Ride? Maybe. Use a bow? That requires a whole lot of training to do even on a horse. I see casting a spell with somatic components just as hard.

But that's just my take, having some of the characters flying around on brooms is just not something I want to have to account for on a regular basis.
 

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