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What's the point of gold?
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<blockquote data-quote="Coredump" data-source="post: 6546211" data-attributes="member: 6939"><p>The premise of 5E is that Magic items are special and rare. Yes you can buy some, the PHB says you will not "normally" come across magic items to purchase. Same with selling, you need to find someone that is willing to pay what its worth.</p><p></p><p>If magic items are rare, then making them must be either time consuming, difficult, or expensive (or some combination). </p><p>1) If not, then lots of folks would make them, and they would not be rare</p><p>2) If not, then it defeats the game design purpose of making them special and rare. If you can just make whatever you want.... that is a lot easier than questing for it.</p><p></p><p>In this type of system, it means magic is likely expensive to get what you want. It also means that the 'price' is going to greatly depend on where you are, who it selling it, why they are selling it, etc etc In this type of situation, to say Item A is worth Xgp is meaningless.... way too many variables involved.</p><p></p><p></p><p></p><p>If you want a system with relatively set prices... you want a system with relatively easy access to various magic items.</p><p>the more consistent you want the prices, the more accessible the items must be.... this also allows easier creation rules.</p><p></p><p></p><p>But now two problems develop for the designers...</p><p>Where on the "No Magic"-------"Monty Haul" continuum do you want to be? How many different price lists and creation rules do they need to come up with?</p><p>Assuming you create these additional rules, how does it impact the default system you already have in place? (Keeping in mind their disdain for bloat and splatbooks changing expectations)</p><p></p><p></p><p>Yes, they are professional designers.... but they *can't* design a professional game without knowing the underlying premise of the availablilty of magic and ease of creation. They did create one underlying premise.... but if you don't like that one, then you are using your own... if you are using your own, they can't know what that is like?</p></blockquote><p></p>
[QUOTE="Coredump, post: 6546211, member: 6939"] The premise of 5E is that Magic items are special and rare. Yes you can buy some, the PHB says you will not "normally" come across magic items to purchase. Same with selling, you need to find someone that is willing to pay what its worth. If magic items are rare, then making them must be either time consuming, difficult, or expensive (or some combination). 1) If not, then lots of folks would make them, and they would not be rare 2) If not, then it defeats the game design purpose of making them special and rare. If you can just make whatever you want.... that is a lot easier than questing for it. In this type of system, it means magic is likely expensive to get what you want. It also means that the 'price' is going to greatly depend on where you are, who it selling it, why they are selling it, etc etc In this type of situation, to say Item A is worth Xgp is meaningless.... way too many variables involved. If you want a system with relatively set prices... you want a system with relatively easy access to various magic items. the more consistent you want the prices, the more accessible the items must be.... this also allows easier creation rules. But now two problems develop for the designers... Where on the "No Magic"-------"Monty Haul" continuum do you want to be? How many different price lists and creation rules do they need to come up with? Assuming you create these additional rules, how does it impact the default system you already have in place? (Keeping in mind their disdain for bloat and splatbooks changing expectations) Yes, they are professional designers.... but they *can't* design a professional game without knowing the underlying premise of the availablilty of magic and ease of creation. They did create one underlying premise.... but if you don't like that one, then you are using your own... if you are using your own, they can't know what that is like? [/QUOTE]
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