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  1. - Top - End - #1
    Barbarian in the Playground
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    Default The Magic Economy

    There isn't one according to the rules that are out do far. And no magic item creation. But that is a fairly unsatisfying place for me. Its not that I don't like magic items having an unspecified price. Many rare commodities experience extreme price fluctuations. My problem is that I'm left with a number of questions.
    #1 Do characters need magic items to be appropriately powerful for their level?
    For example monsters with resistance to mundane attacks have effectively double the hitpoints against mundanes without magic weapons.
    #2 If they need magic items whats the wealth by level equivalent for this? At what level should a fighter get a magic weapon. How often should the wizard find scrolls of arcane magic.
    This is stuff the DM book needs to explain. But the DM book isn't going to be out for a while and the basic rules don't answer the question at all.

    Also there is a big difference between magic items not having a set price, and not being purchasable by cash. Off the top of my head I can think of a bunch of mundane non magical things worth more than a +1 sword.
    A Kingdom
    A large Metropolis
    The Black Pearl (Pre Aztec Zombie Edition - Not Magical)
    A small army + operation funds
    Your own life
    The employment of a group of master artisans for a year
    ONE MILLION DOLLARS!
    The services of a skilled assassin rogue (WARNING THOSE SERVICES ARE UNPLEASANT)
    A bucket of water in the right place at the right time

    My point is that it would be possible to trade magic items even if prices aren't set in stone.


    On another note I can understand why players can't make magic items anymore. My general plan for dealing with it as a DM is allowing characters with the requisite knowledge and crafting skills to do little side quests for macguffins required to make things.

  2. - Top - End - #2
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    Occasional Sage's Avatar

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    Default Re: The Magic Economy

    Quote Originally Posted by MukkTB View Post
    There isn't one according to the rules that are out do far. And no magic item creation. But that is a fairly unsatisfying place for me. Its not that I don't like magic items having an unspecified price. Many rare commodities experience extreme price fluctuations. My problem is that I'm left with a number of questions.
    #1 Do characters need magic items to be appropriately powerful for their level?
    For example monsters with resistance to mundane attacks have effectively double the hitpoints against mundanes without magic weapons.
    In theory, no they do not. I plan to test this over a couple days next week running sample encounters at various levels with other players. Also to nitpick: spells wouldn't be resisted, so the HP multiplier would be less than two.

    #2 If they need magic items whats the wealth by level equivalent for this? At what level should a fighter get a magic weapon. How often should the wizard find scrolls of arcane magic.
    This is stuff the DM book needs to explain. But the DM book isn't going to be out for a while and the basic rules don't answer the question at all.
    Your results from my #1 should help in assessing this.

    Also there is a big difference between magic items not having a set price, and not being purchasable by cash. Off the top of my head I can think of a bunch of mundane non magical things worth more than a +1 sword.
    A Kingdom
    A large Metropolis
    The Black Pearl (Pre Aztec Zombie Edition - Not Magical)
    A small army + operation funds
    Your own life
    The employment of a group of master artisans for a year
    ONE MILLION DOLLARS!
    The services of a skilled assassin rogue (WARNING THOSE SERVICES ARE UNPLEASANT)
    A bucket of water in the right place at the right time

    My point is that it would be possible to trade magic items even if prices aren't set in stone.
    Sure, there's always an offer you can't refuse. But that's REALLY circumstantial, and if the price of items is intended to float by your desired levels of lethality, epic, and Monty Haul there's just no way Mearls et al could possibly write comprehensive guidelines without using (at best) a 3D graph.

    On another note I can understand why players can't make magic items anymore. My general plan for dealing with it as a DM is allowing characters with the requisite knowledge and crafting skills to do little side quests for macguffins required to make things.
    With the scarcity of items in the default rules, all I'd say is MAKE THEM BLEED BWAAAAAAAAHAHAHAHAHAHAHAHA!!!!!!

    <ahem>

    I mean, let us know how that works!
    Last edited by Occasional Sage; 2014-09-18 at 12:57 AM.
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  3. - Top - End - #3
    Orc in the Playground
     
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    Default Re: The Magic Economy

    This all depends on your setting and how much magical gear you want lying about the place. But I'll share with you the guidelines given in the last playtest packet.

    Common Magic items should start appearing at a minimum level of 2 (i.e. not at level 1, possibly later) and cost 50-100gp

    Uncommon magic items should start appearing at level 3 and later, with a value between 100-500gp

    Rare magic items shouldn't appear until at least level 5 and have a value between 500 and 5,000gp

    Using this information you should be able to decide how much you want to charge for specific magic items if your players decide to sell them, or if they find someone willing to sell one to them. You can also use it to calibrate how much magical stuff to give to your various players - if the fighter got a Rare sword, you'll want to give the other players an opportunity for 1-3 uncommon items (or a rare) before giving treasure to him again.

  4. - Top - End - #4
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    Occasional Sage's Avatar

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    Default Re: The Magic Economy

    Quote Originally Posted by Sidmen View Post
    This all depends on your setting and how much magical gear you want lying about the place. But I'll share with you the guidelines given in the last playtest packet.

    Common Magic items should start appearing at a minimum level of 2 (i.e. not at level 1, possibly later) and cost 50-100gp

    Uncommon magic items should start appearing at level 3 and later, with a value between 100-500gp

    Rare magic items shouldn't appear until at least level 5 and have a value between 500 and 5,000gp

    Using this information you should be able to decide how much you want to charge for specific magic items if your players decide to sell them, or if they find someone willing to sell one to them. You can also use it to calibrate how much magical stuff to give to your various players - if the fighter got a Rare sword, you'll want to give the other players an opportunity for 1-3 uncommon items (or a rare) before giving treasure to him again.
    And what makes an item Common, Uncommon, or Rare, apart from the color of the expansion seal?
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    Default Re: The Magic Economy

    Quote Originally Posted by Occasional Sage View Post
    And what makes an item Common, Uncommon, or Rare, apart from the color of the expansion seal?
    No idea what you're on about with the expansion seal bit, I'm presuming it's some joke that flew way over my head.

    But I've been going by the logic that the rarer a magic item is, the more potent it is and the more magic it takes to create it.

    Also, all the magic items in the DM Basic Rules document are labeled as Common, Uncommon, Rare (and beyond). In the playtest +1 gear was uncommon/rare (weapon/armor).

    Oh, and the minimum level increased by 2 for each tier above Rare - and the price continued to explode upward.

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    Ogre in the Playground
     
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    Default Re: The Magic Economy

    Quote Originally Posted by Sidmen View Post
    No idea what you're on about with the expansion seal bit, I'm presuming it's some joke that flew way over my head.
    Magic: the Gathering prints the logo of each set on the face of the card, color-coded by rarity. Being from the same company, the comparison was unavoidable.

    Now that you mention it, I remember seeing rarities marked on items. Now they make sense!
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    Default Re: The Magic Economy

    Quote Originally Posted by Occasional Sage View Post
    Magic: the Gathering prints the logo of each set on the face of the card, color-coded by rarity. Being from the same company, the comparison was unavoidable.

    Now that you mention it, I remember seeing rarities marked on items. Now they make sense!
    Ah, that would do it. I never got into Magic. My card playing/collecting days ended in High School with Yu-Gi-Oh! and Poke'mon.

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    Default Re: The Magic Economy

    Quote Originally Posted by MukkTB View Post
    #1 Do characters need magic items to be appropriately powerful for their level?
    For example monsters with resistance to mundane attacks have effectively double the hitpoints against mundanes without magic weapons.
    As with most things, the answer to this question is "it depends." Magic items aren't necessarily needed, but we already know about a few monsters that you will pretty much need magic items to kill effectively.
    #2 If they need magic items whats the wealth by level equivalent for this? At what level should a fighter get a magic weapon. How often should the wizard find scrolls of arcane magic.
    This is stuff the DM book needs to explain. But the DM book isn't going to be out for a while and the basic rules don't answer the question at all.
    There isn't a wealth by level system, but I believe the current lowest level at which you get a magic item in any of the currently published adventures is either 3 or 4.

    Also there is a big difference between magic items not having a set price, and not being purchasable by cash. Off the top of my head I can think of a bunch of mundane non magical things worth more than a +1 sword.
    You always have the option of making them purchaseable.
    Quote Originally Posted by Occasional Sage View Post
    Also to nitpick: spells wouldn't be resisted, so the HP multiplier would be less than two.
    To nitpick your nitpick: he specifically said "mundanes."
    Then again, there's also the tarrasque.
    I usually post from my phone, so please excuse any horrendous typos.

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    [to somebody getting upset over somebody else's house rule] Maybe you should take a break, you're getting rather worked up over magic elf games.

  9. - Top - End - #9
    Bugbear in the Playground
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    Default Re: The Magic Economy

    I'd just like to contribute the fact that many classes have ways for their attacks to be treated as magical, so those non-magical-resistant monsters are even less of a problem. (e.g. Warlock's Pact Blade, Shillelagh, Paladin with Sacred Weapon, etc)

  10. - Top - End - #10
    Barbarian in the Playground
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    Default Re: The Magic Economy

    The only common magic item I know of is in the horde of the dragon queen supplement and that is the potion of healing (2d4+2 hp). I think that is budgeted at 50gp.
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    Bugbear in the Playground
     
    Goblin

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    Default Re: The Magic Economy

    All the requirements are already in the game. You do not need magic items to tangle with any creature presently listed.

    ex) The game assumes 4 players, not 1. It is logical that if the melee need a magic weapon, a caster can cast "Magic Weapon" on them for that purpose, or other spells of this nature.
    Shhh, shhhh, It's Magic hunny. Space magic.

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    DwarfClericGuy

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    Default Re: The Magic Economy

    Regarding #2 - I can state explicitly that no, characters do not need magical items to remain competitive. Between Bounded Accuracy and creatures designed with it in mind, adding magic items actually tends to break things in favor of the players.

    Last night, I ran through a labrynth as a level 3 battle master in +1 plate with a shield and Defensive fighting style. A 22 AC. Going against orcs and ogres. I got hit once. I used Second Wind and came out unscathed. Our rogue has a +2 short bow and never missed a shot.


    Fortunately, we're all just playing around with character concepts and how the game plays as the GM is relearning as well. His comment after the session was 'wow, I think I broke it with the magic toys. We'll do a hard reset in a few weeks and I'll tone it down.'

    TBH, I'm appreciative of his stance. We rolled stats, have all options open and high wealth/magic... it's actually a bit boring. Hoping to convince him to use PB or at least roll but cap at 15 at creation.
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  13. - Top - End - #13
    Ogre in the Playground
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    Default Re: The Magic Economy

    5e is more flexible in terms of wealth than previous editions. 5e damage resistance allows the PCs to hurt monsters consistently, even if more slowly; therefore, the DM can fudge the encounter design more easily.

    Bounded accuracy also helps.

  14. - Top - End - #14
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    BardGuy

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    Default Re: The Magic Economy

    Quote Originally Posted by Logosloki View Post
    The only common magic item I know of is in the horde of the dragon queen supplement and that is the potion of healing (2d4+2 hp). I think that is budgeted at 50gp.
    Which is listed in the PHB equipment chapter, as well. Making it the only readily purchasable magic item.

  15. - Top - End - #15
    Barbarian in the Playground
     
    Planetar

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    Default Re: The Magic Economy

    Quote Originally Posted by Theodoxus View Post
    Regarding #2 - I can state explicitly that no, characters do not need magical items to remain competitive. Between Bounded Accuracy and creatures designed with it in mind, adding magic items actually tends to break things in favor of the players.

    Last night, I ran through a labrynth as a level 3 battle master in +1 plate with a shield and Defensive fighting style. A 22 AC. Going against orcs and ogres. I got hit once. I used Second Wind and came out unscathed. Our rogue has a +2 short bow and never missed a shot.


    Fortunately, we're all just playing around with character concepts and how the game plays as the GM is relearning as well. His comment after the session was 'wow, I think I broke it with the magic toys. We'll do a hard reset in a few weeks and I'll tone it down.'

    TBH, I'm appreciative of his stance. We rolled stats, have all options open and high wealth/magic... it's actually a bit boring. Hoping to convince him to use PB or at least roll but cap at 15 at creation.
    I ran a session with the basic rule's and gave the players a 4d6, reroll 1's and 2's, three times and pick the best array. It was a terrible idea very similar to what you're describing. I also started them at level 3 because they're seasoned gamers. I'm planning on running the HotDQ module and will let them roll 4d6, reroll 1's or taking an array of 16, 15, 14, 13, 12, 10.

    I'm kind of worried about magic items in general because my players will want them but some seem very strong. Does anyone else think the 'Wand of Winter' from HotDQ looks powerful and awesome?
    Last edited by INDYSTAR188; 2014-09-18 at 12:06 PM. Reason: Added more content.

  16. - Top - End - #16
    Bugbear in the Playground
     
    BardGuy

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    Default Re: The Magic Economy

    As others have stated, Next is balanced under the assumption that the party will not have any magic items at all. Any magic items given to the players will give them a permanent bump up in terms of power. Against monsters that are resistant to non-magical weapons, the players have a number of ways of getting magical attacks without needing a +1 sword; the Magic Weapon spell, the Shillelagh spell, the druid's Wild Shape, the monk's magical fists, the paladin's Magic Weapon, and the warlock's Pact Blade all provide this.

    In the later playtest packets, they provided some guidelines for magic items. They're divided into six levels of rarity:
    Common (potions and scrolls); the party starts finding these at level 2, and they go for 50-100gp.
    Uncommon (+1 weapons and armor); start finding them at level 3, go for 100-500gp.
    Rare (staves, wands, rings, wonders); start finding them at level 5, go for 500-5,000gp.
    Very Rare (+2 weapons and armor); start finding them at level 7, go for 5,000-10,000gp.
    Legendary (more powerful staves, wands, rings, wonders); start finding them at level 9, go for 10,000-50,000gp.
    Artifacts (+3 weapons and armor, and basically anything that warps the fabric of reality); start finding them at level 11, go for 50,000+gp.

    If it were me, though, I'd make the level progression slower, so they don't start finding artifacts until really high level. Hope this helps.
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    DwarfClericGuy

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    Default Re: The Magic Economy

    Wand of Winter is pretty sweet. I like the wand and staff recharge mechanics. If the character isn't conservative, it will eventually disappear.

    Personally, I think consumables (even cautionary ones, like a wand) are the way to go. Oils for magic weapons and armor instead of a constant bonus - you slap it on before the big fight, but it's not gonna help you mow down mooks. Limiting bonuses to a max of +1 per 'tier', starting at 5th (so 1st - 4th, you don't need to have all the players decked in +1 weapons and armor - maybe 1 or 2 items at most).

    The thing I really look forward to is introducing magic items as the rarity they are - hunting dungeons for an elusive +2 weapon that has history behind it, guarded by some ancient automaton or undead ghoulie. Lore rolls to even start tracking down the rumors of it. The players really working on getting it. Not something they'll simply toss aside when something better comes along. And until then, using relatively cheap consumables... do you hold on to them, in dire hope you'll really need them, or do you blow through them to help speed up the dungeoncrawling... fun decisions.
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  18. - Top - End - #18
    Barbarian in the Playground
     
    Planetar

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    Default Re: The Magic Economy

    Quote Originally Posted by Madfellow View Post
    As others have stated, Next is balanced under the assumption that the party will not have any magic items at all. Any magic items given to the players will give them a permanent bump up in terms of power. Against monsters that are resistant to non-magical weapons, the players have a number of ways of getting magical attacks without needing a +1 sword; the Magic Weapon spell, the Shillelagh spell, the druid's Wild Shape, the monk's magical fists, the paladin's Magic Weapon, and the warlock's Pact Blade all provide this.

    In the later playtest packets, they provided some guidelines for magic items. They're divided into six levels of rarity:
    Common (potions and scrolls); the party starts finding these at level 2, and they go for 50-100gp.
    Uncommon (+1 weapons and armor); start finding them at level 3, go for 100-500gp.
    Rare (staves, wands, rings, wonders); start finding them at level 5, go for 500-5,000gp.
    Very Rare (+2 weapons and armor); start finding them at level 7, go for 5,000-10,000gp.
    Legendary (more powerful staves, wands, rings, wonders); start finding them at level 9, go for 10,000-50,000gp.
    Artifacts (+3 weapons and armor, and basically anything that warps the fabric of reality); start finding them at level 11, go for 50,000+gp.

    If it were me, though, I'd make the level progression slower, so they don't start finding artifacts until really high level. Hope this helps.
    This is actually very helpful! I am seriously considering eliminating Uncommon and Very Rare items and using them as a chassis to make Rare and Legendary ones. For instance I might take a +1 sword and make it something with a backstory and other properties. I think this could help the game keep the 'special' feel to magic items (hopefully).

    Quote Originally Posted by Theodoxus
    Wand of Winter is pretty sweet. I like the wand and staff recharge mechanics. If the character isn't conservative, it will eventually disappear.

    Personally, I think consumables (even cautionary ones, like a wand) are the way to go. Oils for magic weapons and armor instead of a constant bonus - you slap it on before the big fight, but it's not gonna help you mow down mooks. Limiting bonuses to a max of +1 per 'tier', starting at 5th (so 1st - 4th, you don't need to have all the players decked in +1 weapons and armor - maybe 1 or 2 items at most).
    I agree. I really like the 'recharge' mechanic and think that might be a good basis for lots of magic weapons. I hadn't considered oils and other consumables to coat weapons. That seems like a fun, good idea that can be utilized early to assist players.
    Last edited by INDYSTAR188; 2014-09-18 at 01:18 PM.

  19. - Top - End - #19
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    RedWizardGuy

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    Default Re: The Magic Economy

    what I have seen of the crafting system worries me greatly, and suspect that the magic item portion will be even worse.

    Crafters are still limited to a GP per day production rate, which was unrealistic to begin with. But it has been cranked WAYYY down to 5 GP per day.

    Because of it, a single suit of platemail, with no ornamentation or bonuses whatsoever, would take 300 days to complete. Bloody ridiculous. A year's worth of even a novice blacksmith's time is simultaneously far more valuable and far more productive.

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    Goblin

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    Default Re: The Magic Economy

    Quote Originally Posted by Daishain View Post
    what I have seen of the crafting system worries me greatly, and suspect that the magic item portion will be even worse.

    Crafters are still limited to a GP per day production rate, which was unrealistic to begin with. But it has been cranked WAYYY down to 5 GP per day.

    Because of it, a single suit of platemail, with no ornamentation or bonuses whatsoever, would take 300 days to complete. Bloody ridiculous. A year's worth of even a novice blacksmith's time is simultaneously far more valuable and far more productive.
    Here is a quote from the article linked below.

    From what I have seen of high level modern armorers who specialize in medieval armor, it takes approximately 1100 man hours to create a quality suit of armor. This is an extremely large amount of time and equates to one skilled worker spending 50 hours per week for about five months. This means a workshop of four could conceivably push out a finished suit of custom armor in little over a month assuming their techniques and time constraints were similar to today's master craftsmen.

    I am not saying this is accurate, but I have been to Ren Fairs and seen and spoken with armorers that say they have been working on one suit of full plate for well over a year. 1100/8 hrs per day = 137.5 days. But then I have to remember this is time for modern armorers to create one. I would double or triple the craft time for medieval armorers. With that in mind, 300 per day is a bargain. And that's the armorer doing nothing but making your armor.

    Here is the site with the full article:
    http://arthursarmory.com/medieval-bl...-armor-making/
    Last edited by Fwiffo86; 2014-09-18 at 04:52 PM.
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    DwarfClericGuy

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    Default Re: The Magic Economy

    Quote Originally Posted by Daishain View Post
    what I have seen of the crafting system worries me greatly, and suspect that the magic item portion will be even worse.

    Crafters are still limited to a GP per day production rate, which was unrealistic to begin with. But it has been cranked WAYYY down to 5 GP per day.

    Because of it, a single suit of platemail, with no ornamentation or bonuses whatsoever, would take 300 days to complete. Bloody ridiculous. A year's worth of even a novice blacksmith's time is simultaneously far more valuable and far more productive.
    If the prices Madfellow quoted from the playtest are remotely close to what they'll be in the DMG, then it's not so bad. If you're thinking 3.x pricing, then yeah, 2000gp enchantment for a +1 sword would take 400 days. But if instead, the enchantment is 50gp, then you're looking at 10 days to enchant... and that's IF magic crafting follows mundane... and it's reasonable to expect that it won't.
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    Default Re: The Magic Economy

    I do want PCs to be able to create magic items. It doesn't have to be so easily done as in 3E but neither should it be punishing don't even bother we're not outright forbidding it but you will wish you were never born for trying as in 2E.

    Need to be at least a certain level - ok so long as it's in the realm of way before the campaign ends presuming full campaign of levels 1 to 20.

    Need to have particular components, i.e. dragon horn, beholder eyeball stalk, vampire dust - ok if as above PCs can expect to be able to get the items in the realm of way before the campaign ends.

    Lose a level - No way

    Lose an ability score point - No way

    Lose max hit points - No way

    Limited number of items you can create, such as utilizing the idea of attunement that was discussed during playtest - ok.

    Non-spellcasters can create items related to their field, such as fighters creating a magic sword or armor - Way ok.

    Needing to take a feat - ok, but option is needed for campaigns that don't use feats.

    Need a 20 in an ability score - ok, also ok alternative for campaigns that don't use feats.
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    Default Re: The Magic Economy

    Quote Originally Posted by Theodoxus View Post
    If the prices Madfellow quoted from the playtest are remotely close to what they'll be in the DMG, then it's not so bad. If you're thinking 3.x pricing, then yeah, 2000gp enchantment for a +1 sword would take 400 days. But if instead, the enchantment is 50gp, then you're looking at 10 days to enchant... and that's IF magic crafting follows mundane... and it's reasonable to expect that it won't.
    That seems unlikely, given that the designers are deliberately going out of their way to make this edition (relatively) low on magic and magic items in general.

    If that is the goal, I would approach it by making mundane items easy to make, but even the simplest enchantments quite expensive and time consuming.

    Instead, they've started out by making the mundane items, the things they presumably want you to be relying on even more than in previous editions, far more difficult to make than in previous versions. (I checked, the mundane equipment still costs about the same as 3.x) Turning around and then making the enchantments really easy would make no sense at all.
    Last edited by Daishain; 2014-09-18 at 06:00 PM.

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    Default Re: The Magic Economy

    If it is harder to acquire mundane full plate than +1 leather, that really skews the AC curve in a bad way. Level 1 tanks presumably do not have the best armor, but it should not be difficult to acquire by level 3 sometime.

    So a +1 should have a cost equivalent to 1000 gp or more. By equivalent, I mean similar in difficulty overall, in terms of time invested and effort, not necessarily including only lucre.

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    DwarfClericGuy

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    Default Re: The Magic Economy

    Eh, it's all just talking out our butts until the DMG comes out - or something is leaked or released early.

    I wouldn't worry about it too terribly - figure out what works for your games in the interim (using the various things discussed here as a starting point) and if it ruins the economy or empowers the players too much - rein it back.
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    Default Re: The Magic Economy

    Quote Originally Posted by Daishain View Post
    what I have seen of the crafting system worries me greatly, and suspect that the magic item portion will be even worse.

    Crafters are still limited to a GP per day production rate, which was unrealistic to begin with. But it has been cranked WAYYY down to 5 GP per day.

    Because of it, a single suit of platemail, with no ornamentation or bonuses whatsoever, would take 300 days to complete. Bloody ridiculous. A year's worth of even a novice blacksmith's time is simultaneously far more valuable and far more productive.
    That's realistic, not unrealistic. Quality takes a lot of time. It's like the saying goes. You can have it cheap, fast, or good. Pick two.

    Anyways, I'm expecting magic items to have a hard limit to how many you can actually make. Perhaps something like 1 every 5 levels. Or will just take a really long time to do. Or both.
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  27. - Top - End - #27
    Titan in the Playground
     
    Flumph

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    Default Re: The Magic Economy

    I still think magic item crafting, prices, and WBL are going to be included as "variant rules" in the DMG. That way, if a DM doesn't want magic marts, he can just disallow the "Magic Mart" variant rules. Or if he doesn't like WBL, he can disallow that too.
    Last edited by Slipperychicken; 2014-09-19 at 11:29 PM.

  28. - Top - End - #28
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    Default Re: The Magic Economy

    Quote Originally Posted by Snails View Post
    If it is harder to acquire mundane full plate than +1 leather, that really skews the AC curve in a bad way. Level 1 tanks presumably do not have the best armor, but it should not be difficult to acquire by level 3 sometime.

    So a +1 should have a cost equivalent to 1000 gp or more. By equivalent, I mean similar in difficulty overall, in terms of time invested and effort, not necessarily including only lucre.
    +1 leather is a Rare magic item, with a cost ranging somewhere in the 500-5,000 gp range (using the above posted guides from the playtest). At the same time, +1 Full Plate also costs 500-5,000 gp.

    Neither should be expected to be for sale very often - if ever. Its a bit like finding a Van Gogh on sale - sure it might happen, but when it does it's a special event. And even then, you'll only start seeing them after you hit level 5.

  29. - Top - End - #29
    Titan in the Playground
     
    Flumph

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    Default Re: The Magic Economy

    Quote Originally Posted by Sidmen View Post
    +1 leather is a Rare magic item, with a cost ranging somewhere in the 500-5,000 gp range (using the above posted guides from the playtest). At the same time, +1 Full Plate also costs 500-5,000 gp.
    No, it would be "Uncommon", with a value of 100-500gp, and you get them around level 3.

    Quote Originally Posted by Madfellow View Post
    Uncommon (+1 weapons and armor); start finding them at level 3, go for 100-500gp.

  30. - Top - End - #30
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    RedWizardGuy

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    Default Re: The Magic Economy

    I for one am glad that the PHB had a line about not being able to just buy magical items in a store somewhere. I was tired of magical wands being no harder to acquire than a pack of batteries.

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