Is there any plan to have a recommended buy and sell price for items?
That info is in the DMG, and isn't SRD content. It might be in the full subscription build, but it can't be in the current version, which is SRD content only.
The items were not listed in the DMG either, There are some player resources that I have found for prices I am not sure if we are allowed to share homebrew stuff on here or not though... message me if you want the price guide I have :)
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
The items were not listed in the DMG either, There are some player resources that I have found for prices I am not sure if we are allowed to share homebrew stuff on here or not though... message me if you want the price guide I have :)
Price ranges are indeed in the DMG. Base cost for crafting on pg 129, ranges for trade on pg 135.
Yes you are right it does have a Rank = Cost, However I have always felt that it was not a great guide when it comes to cost.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
True my party knows the cost of healing potions well lol.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I have always had a problem with pricing and descriptions of things like Mithral and Adamantine. Since armor made out of these metals are uncommon the pricing of creating these uncommon "magic" items is 500g (selling being at 500g base price, and rarity of 101g-500g). Even though Adamantine is said to be more rare the material pricing would be the same. Medium to heavy armor that is not hide is 20- 65 pounds so at a cost of 500g to craft that would be between 25g and 7.6923g a pound. Not to mention new normal plate mail is sold for 1500g so it worth more on market if you don't include the cost of time spent to make it. idk I would just add 500g or more to the base price of the armor you are selling/ buying. Beyond all that my only other problem is that Mithral armor's description just says the metal is lightweight. It does not tell you how much things that are made out of it weigh, so all I can assume is that it is half the weight or something. and if that is true the cost for Mithral would be a little different 25g to 7.6923g for half a pound (it weighs less but the amount of metal used is the same).... a similar problem presents it self with dragon scale mail (very rare magic item). I can only assume that a mid size dragon can be used to make one set of scale mail for a mid sized creature. Also I feel there is no reason that Shadow dragons can't be made into (ash grey color) necrotic resistance dragon scale mail, with the normal dragon related properties.... oh and yes I am aware that UA Downtime Activates talks about creating items for half the buying cost, but this is not cannon yet so I'm not using it. maybe Xanathar's guide to everything will add something to all of this.
This is good for the most part, but I found a problem with a price when I looked through it really fast. The ring of free action a rare item has a price of 20,000g, but the ring of invisibility a legendry item is priced at 10,000g. I understand why the ring of free action would have a higher price than other rare rings but not more than a legendry item. an item being sought after and rare enough to be called legendry would need a higher price. considering the base crafting price for a legendary item is 500,000g (there is no selling/ buying price for legendary items), and rarity price is 50,001g or more. It might work better if the prices were set more inside the magic item rarity prices based on rarity (DMG 135).
The only way that a particular person is going to get a pricing list that satisfies every last bit of their own opinion of what should cost more than what else, is for that particular person to set the prices on said list for them self.
So I advise everyone to grab the nearest price suggestion they can, whether that's the rarity-based pricing from the DMG or the "Sane" (in scare quotes because the more accurate word in my view would be 'arbitrary', because they just don't even bother with some items or actually explain anything about how they arrived at their prices) Magical Prices PDF linked in the thread, and start tweaking those in whatever spots you feel they don't make enough sense.
Yes, that will take a mild amount of effort, and yes, that will take a bit of time. The outcome, though, will be that you have a list of prices you are actually satisfied with, rather than not having that and waiting for someone else to make a list you like which may or may not ever actually happen. So decide what is more important to you; having a price list you like, or not having to make it for yourself.
This is good for the most part, but I found a problem with a price when I looked through it really fast. The ring of free action a rare item has a price of 20,000g, but the ring of invisibility a legendry item is priced at 10,000g. I understand why the ring of free action would have a higher price than other rare rings but not more than a legendry item. an item being sought after and rare enough to be called legendry would need a higher price. considering the base crafting price for a legendary item is 500,000g (there is no selling/ buying price for legendary items), and rarity price is 50,001g or more. It might work better if the prices were set more inside the magic item rarity prices based on rarity (DMG 135).
I don't necessarily disagree, but I want to highlight two points regarding the crafting metric. First, it is a measure of not the gp cost, but the time necessary to craft the item, which is a different thing. The DMG is merely using gp to evaluate the value of the time of a particular crafter. Second, the simplicity of the DMG crafting rules have some pretty ridiculous implications. To craft a scroll that carries a single 9th level spell, it would take a 20th level wizard almost 55 years of continuous work. I can't imagine a campaign that would implement that behavior for a player character. Those rules do a disservice in that they occupy space in the rulebook that could have been occupied by other, better, rules. If their purpose was to discourage crafting, they should have just said, "player characters should not be allowed to craft items, except under unique circumstances.
For those reasons, and because the prices in the DMG are too simplistic to be useful, the magic item price supplement linked above is what I use in my campaign. I don't really care that one item is described as "legendary" and another as "rare." I care that the prices make sense when compared to the actual utility of the item.
Second, the simplicity of the DMG crafting rules have some pretty ridiculous implications. To craft a scroll that carries a single 9th level spell, it would take a 20th level wizard almost 55 years of continuous work.
While there may be some ridiculous implications, this is not quite an example of one. Consumable items only require half the cost listed in the crafting magic items table. That means the accurate figure for the wizard insisting on working alone to scribe a legendary scroll (which is both a description of its rarity in the world and an approximation of its practical utility), is only 10,000 days (~27 years).
And while that implication is certainly at least a little ridiculous, what I find makes it ridiculous is not that it would take a single person so long to craft such a thing, but that anyone reading the rules laid out for how to craft magic items would believe the intent to be something other than getting all the helpers you can for a crafting project (which usually means the whole party, since they are probably taking downtime days at the same time as the crafter anyways, and don't have much else to do with them that has similar impact on the game - but might occasionally mean NPCs if your DM is generous and it makes sense for the item in question).
Then, it's more like "Player characters should not be allowed to craft legendary items, except under unique circumstances" since a whole party working together could make non-consumable very rare items in 500 days (which is a fine period of down time, assuming the campaign hasn't been intentionally and deliberately set on a strict clock that precludes taking time to do important non-adventuring things).
But I can understand that some people desire the extremes - either you can't make items at all (or nothing more than a common item here or there), or you can feasibly make numerous legendary items in the span of a rush-to-save-the-world-style campaign - so the middle ground offered by the 5th edition DMG (leave the really potent items to be found by adventuring, but make some moderately powerful items along the way if you want to, at just shy of 2 months per rare item or shy of a week per uncommon item) is unsatisfying.
Consumable items only require half the cost listed in the crafting magic items table.
The only concession I find towards consumables in the DMG is that the components of the spells needed to create them are only used once. Would you mind pointing me to where this rule is stated? If you have access to the content, this is where I find the rules I'm referring to.
And while that implication is certainly at least a little ridiculous, what I find makes it ridiculous is not that it would take a single person so long to craft such a thing, but that anyone reading the rules laid out for how to craft magic items would believe the intent to be something other than getting all the helpers you can for a crafting project (which usually means the whole party, since they are probably taking downtime days at the same time as the crafter anyways, and don't have much else to do with them that has similar impact on the game - but might occasionally mean NPCs if your DM is generous and it makes sense for the item in question).
Then, it's more like "Player characters should not be allowed to craft legendary items, except under unique circumstances" since a whole party working together could make non-consumable very rare items in 500 days (which is a fine period of down time, assuming the campaign hasn't been intentionally and deliberately set on a strict clock that precludes taking time to do important non-adventuring things).
I had totally missed the fact that the only prerequisite to helping make a magic item is the level requirement. I mistakenly thought that everyone had to be able to actually cast the requisite spells. Honestly, this softens the issue considerably, and I'm going to change my hard-line stance against those rules into a soft-line stance. Thanks for the insight.
The only concession I find towards consumables in the DMG is that the components of the spells needed to create them are only used once. Would you mind pointing me to where this rule is stated? If you have access to the content, this is where I find the rules I'm referring to.
You can find the latest errata for the DMG here. Eventually, I'm sure the good folks here at D&D Beyond will have all the errata incorporated too.
I had totally missed the fact that the only prerequisite to helping make a magic item is the level requirement. I mistakenly thought that everyone had to be able to actually cast the requisite spells. Honestly, this softens the issue considerably, and I'm going to change my hard-line stance against those rules into a soft-line stance. Thanks for the insight.
No problem. It's understandable to have missed things, as that passage of text is a bit rambling and oddly organized.
I had totally missed the fact that the only prerequisite to helping make a magic item is the level requirement. I mistakenly thought that everyone had to be able to actually cast the requisite spells. Honestly, this softens the issue considerably, and I'm going to change my hard-line stance against those rules into a soft-line stance. Thanks for the insight.
No problem. It's understandable to have missed things, as that passage of text is a bit rambling and oddly organized.
I did think that section was a bit hard to read.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Is there any plan to have a recommended buy and sell price for items?
The items were not listed in the DMG either, There are some player resources that I have found for prices I am not sure if we are allowed to share homebrew stuff on here or not though... message me if you want the price guide I have :)
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
Fair enough! Thanks for the quick response.
Yes you are right it does have a Rank = Cost, However I have always felt that it was not a great guide when it comes to cost.
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
It works with the base assumption of "no buying magic items." Beyond common potions of healing, at least.
True my party knows the cost of healing potions well lol.
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
Try this
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I have always had a problem with pricing and descriptions of things like Mithral and Adamantine. Since armor made out of these metals are uncommon the pricing of creating these uncommon "magic" items is 500g (selling being at 500g base price, and rarity of 101g-500g). Even though Adamantine is said to be more rare the material pricing would be the same. Medium to heavy armor that is not hide is 20- 65 pounds so at a cost of 500g to craft that would be between 25g and 7.6923g a pound. Not to mention new normal plate mail is sold for 1500g so it worth more on market if you don't include the cost of time spent to make it. idk I would just add 500g or more to the base price of the armor you are selling/ buying. Beyond all that my only other problem is that Mithral armor's description just says the metal is lightweight. It does not tell you how much things that are made out of it weigh, so all I can assume is that it is half the weight or something. and if that is true the cost for Mithral would be a little different 25g to 7.6923g for half a pound (it weighs less but the amount of metal used is the same).... a similar problem presents it self with dragon scale mail (very rare magic item). I can only assume that a mid size dragon can be used to make one set of scale mail for a mid sized creature. Also I feel there is no reason that Shadow dragons can't be made into (ash grey color) necrotic resistance dragon scale mail, with the normal dragon related properties.... oh and yes I am aware that UA Downtime Activates talks about creating items for half the buying cost, but this is not cannon yet so I'm not using it. maybe Xanathar's guide to everything will add something to all of this.
This is good for the most part, but I found a problem with a price when I looked through it really fast. The ring of free action a rare item has a price of 20,000g, but the ring of invisibility a legendry item is priced at 10,000g. I understand why the ring of free action would have a higher price than other rare rings but not more than a legendry item. an item being sought after and rare enough to be called legendry would need a higher price. considering the base crafting price for a legendary item is 500,000g (there is no selling/ buying price for legendary items), and rarity price is 50,001g or more. It might work better if the prices were set more inside the magic item rarity prices based on rarity (DMG 135).
The only way that a particular person is going to get a pricing list that satisfies every last bit of their own opinion of what should cost more than what else, is for that particular person to set the prices on said list for them self.
So I advise everyone to grab the nearest price suggestion they can, whether that's the rarity-based pricing from the DMG or the "Sane" (in scare quotes because the more accurate word in my view would be 'arbitrary', because they just don't even bother with some items or actually explain anything about how they arrived at their prices) Magical Prices PDF linked in the thread, and start tweaking those in whatever spots you feel they don't make enough sense.
Yes, that will take a mild amount of effort, and yes, that will take a bit of time. The outcome, though, will be that you have a list of prices you are actually satisfied with, rather than not having that and waiting for someone else to make a list you like which may or may not ever actually happen. So decide what is more important to you; having a price list you like, or not having to make it for yourself.
My 5e Houserule Considerations. Please comment freely.
While there may be some ridiculous implications, this is not quite an example of one. Consumable items only require half the cost listed in the crafting magic items table. That means the accurate figure for the wizard insisting on working alone to scribe a legendary scroll (which is both a description of its rarity in the world and an approximation of its practical utility), is only 10,000 days (~27 years).
And while that implication is certainly at least a little ridiculous, what I find makes it ridiculous is not that it would take a single person so long to craft such a thing, but that anyone reading the rules laid out for how to craft magic items would believe the intent to be something other than getting all the helpers you can for a crafting project (which usually means the whole party, since they are probably taking downtime days at the same time as the crafter anyways, and don't have much else to do with them that has similar impact on the game - but might occasionally mean NPCs if your DM is generous and it makes sense for the item in question).
Then, it's more like "Player characters should not be allowed to craft legendary items, except under unique circumstances" since a whole party working together could make non-consumable very rare items in 500 days (which is a fine period of down time, assuming the campaign hasn't been intentionally and deliberately set on a strict clock that precludes taking time to do important non-adventuring things).
But I can understand that some people desire the extremes - either you can't make items at all (or nothing more than a common item here or there), or you can feasibly make numerous legendary items in the span of a rush-to-save-the-world-style campaign - so the middle ground offered by the 5th edition DMG (leave the really potent items to be found by adventuring, but make some moderately powerful items along the way if you want to, at just shy of 2 months per rare item or shy of a week per uncommon item) is unsatisfying.
My 5e Houserule Considerations. Please comment freely.
My 5e Houserule Considerations. Please comment freely.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Thank you for the list. I am happy to have it and will put it to good use.