CapnZapp
Legend
Once the playtest contained this magic item rarity table:
Rarity, Character Level, Item Value
Common, 2+, 50–100 gp
Uncommon, 3+, 100–500 gp
Rare, 5+, 500–2,000 gp
Very rare, 7+, 2,000–5,000 gp
Legendary, 9+, 5,000–10,000 gp
Artifact, 11+, 10,000+ gp
Ignoring the slightly low level req's for now, the prices indicate a fundamentally different treasure curve than the... slightly insane ;-)... system given by the DMG (and previous editions). If these prices can be said to double every category, the DMG prices increase tenfold with each category.
I'm curious to any and all discussion regarding this. What did people think? Were there any problems detected? What was good and what was bad about this? Was this idea quietly dropped or was there some sort of response from the playtesters?
Anything, really. My google fu must be weakening - or people's respect for NDAs must be greater than what I thought - because I can't find much about this particular issue...
Rarity, Character Level, Item Value
Common, 2+, 50–100 gp
Uncommon, 3+, 100–500 gp
Rare, 5+, 500–2,000 gp
Very rare, 7+, 2,000–5,000 gp
Legendary, 9+, 5,000–10,000 gp
Artifact, 11+, 10,000+ gp
Ignoring the slightly low level req's for now, the prices indicate a fundamentally different treasure curve than the... slightly insane ;-)... system given by the DMG (and previous editions). If these prices can be said to double every category, the DMG prices increase tenfold with each category.
I'm curious to any and all discussion regarding this. What did people think? Were there any problems detected? What was good and what was bad about this? Was this idea quietly dropped or was there some sort of response from the playtesters?
Anything, really. My google fu must be weakening - or people's respect for NDAs must be greater than what I thought - because I can't find much about this particular issue...