Keifer113 said:
So whats the big deal about the players going 1 session without magic items?
To what purpose? It makes sense that they have equipent if they as characters made it to 10th level, unless as I said before, they were robbed, captured,
Raised or some other situation which would leave them destitute.
There's just no good reason to strip them of equipment if you simply plan on handing out equipment anyways. It's so easy to balance magic items because of the pricing system it's not funny, and after handing out all these items, you then have to rationalize why they didn't have any, then found 40 of them, then found only one or two per adventure after that.
I don't see the virtue.
Especially if you're looking to see how the character "balance" by starting some with nothing, and starting others with Holy Avengers and Griffon Summoning Helms. You'll only see how much butt the HA can kick while the others stand around.
Just to point out....a CR1 spear trap costs 1200 GP to make.
So my wizard, thinking he may someday make a keep or fortress, if he wants to put one measly spear trap in, would have to, at his going rate, do 120 identifies. I think if you look at the grandscheme of the economics of a DnD world, then making a 100 some profit on a few identifies here and there isn't a backbreaker.
Firstly, with Craft Magic Arms and Armor, he can make weapons and shields for the party that, yes, cost quite a bit, but will net him so much more cash he can afford more than one CR1 spear trap.
Secondly, whose side are you on? You're increasing the cost the PCs must pay for
Identifies, making sure they don't have much cash at all (2000 bank roll, likely all spent on mundane equipment), and then saying you're doing it so your NPC can afford a spear trap? Throw the PCs a bone. If you want the wizard to have a spear trap, just give him a spear trap; nobody will care that he didn't get the money for it out of the pockets of the PCs. It just seems like you're penalizing the PCs for the benefit of an NPC with no other reason than you think the Wizard would do that.
Ok, but man, that wizard would
not be my friend. Hey, if his alignment is Chaotic Jerk, then go ahead.
BTW look at rent....for a Good stay at an Inn, its 2 GP a night. So for a month its 60 GP, and thats not including meals. So make it another 30GP, for a grand total of 90 GP.
So the question then is, how many identifies does he do a month? IMHO not alot.
Is that all he does, cast
Identify? I don't know his relationship with the caravan master, so I can't tell you how much he gets paid, or if he is invested in the caravan. Would you elaborate please?
Secondly, forget rent.
Simple House: 1000gp -- Cheaper than a Spear Trap!
Grand House: 5000gp -- The profit from enchanting one +3 equivalent weapon.
Tower: 50,000gp -- It'll take a while. How long has he been at it?
And that's disregarding,
Rope Trick, Leomund's Tiny Hut, and
Leomund's Secure Shelter, in all of which he can stay for free.
Adventurers and finders of magic items don't wander into town every day. So for him to stay in business, continue to do research, build up a library, correspond with other sages and magickers, and so on, and still be able to make a profit to enable him to live at a lifestyle he is accustomed to, he set his value at 300 GP. The players are free to go elswhere of course.
You deny PCs wealth, then increase NPC prices so your NPC can build a library. Not good DMing.
Let's look at some real world services.
Magic does not exist in the real world. The DMG has very nicely laid out for us the standard costs of hiring casters so that we don't have to make comparisons to doctors and lawyers.
The wizard has spent x number of hours making identify scrolls, since he doesn't want to walk around with identify memorized, using up a spell slot he would need for defense.
He's 10th level. By the time he gets around to needing 1st level slots to save his life, he's already in it past his neck.
And. Wizards can leave spell slots open to fill them with spells later on in the day. So at the end of the day he can take 15 minutes to memorize two
Identify spells and cast 'em.
Saying that he is making a 150 GP profit per use of the scroll does not take into account the amount of business he gets.
175 gp. And why do you care more about the cash flow of an NPC wizard than you do about charging your PCs the equivalent of 500gp from what DethStryke said?
Lawyers and doctors charge what they do for their expertise, and usually can count on further charges down the road to make even more money. They and mechanics know they will have a steady stream of customers.
That's how the DMG came up with 200 GP. Is that price somehow "too low" that you can't possibly go by the book's recommendations?
A wizard doesn't know that. At least, if you have a realistic set of world economics.
Again, why is 200 gp too low? And making it 300 gp in coin, or 500 gp in items suddenly makes it "a realistic model of world economics"?
Remember, in our world, a vast amount of wealth is concentrated in the hands of a few. Wizards in a DnD world would be part of that world, because they can do what others can't, and should be rewarded for the time spent learning those skills, the risks and challenges they must face.
Absolutely. When I play a wizard, I play them haughty, miserly, standoffish and prude. And I make sure that I take a bit of each haul and spend it purchasing books for a private library and tower somewhere. And I make sure than the other characters know that I'm the most valuable asset the party has, and should be protected at all costs... and then I back it up by slinging spells.
But that's a PC. Fel is an
NPC, and as much as it might be neat for you to come up with all the cool things he does with his money, I can assure you the players don't really care that much. Especially if it's coming from their pockets.
Wizards ... should be rewarded for ... the risks and challenges they must face.
Try doing that for your players.
Without charging them 500gp to identify the stuff once they earn their reward.