, and you have a system that is a step backward from prior editions.
Wasnt it a concious design decision though?
It seems on par with the decision to limit the number of + modifier you can have so that you cant build those untouchable/cantmiss heroes of past edition through items and buffs.
Items seems more utilities/roleplay/effect oriented than numerical in nature and therefore it's more difficult, or even useless, to classify them in a generic system.
, and you have a system that is a step backward from prior editions.
Wasnt it a concious design decision though?
It seems on par with the decision to limit the number of + modifier you can have so that you cant build those untouchable/cantmiss heroes of past edition through items and buffs.
Items seems more utilities/roleplay/effect oriented than numerical in nature and therefore it's more difficult, or even useless, to classify them in a generic system.
While intentional, that doesn’t mean it’s the best way to deal with items. Even if they wanted to keep their current number and power of items, removing gold costs and recommended minimum levels is an unnecessary change that only makes more work for DMs, without adding anything tangible in exchange.
, and you have a system that is a step backward from prior editions.
Wasnt it a concious design decision though?
It seems on par with the decision to limit the number of + modifier you can have so that you cant build those untouchable/cantmiss heroes of past edition through items and buffs.
Items seems more utilities/roleplay/effect oriented than numerical in nature and therefore it's more difficult, or even useless, to classify them in a generic system.
Not really. I mean, it was a decision of some sort, but it didn't really have to do with preventing untouchable characters. There's basically two issues with 5e magic items:
The designers occasionally show total incompetence at math (e.g. vicious weapon being Rare, when it is inferior to a +1 weapon).
4e had an attitude of "If X is game breaking, we'll leave it out". 5e has the attitude of "Eh, leave that up to the DM". Which is not necessarily wrong, but they should probably have a special category for "admit this item into your game at the game's peril" such as amulet of the planes, bag of beans, deck of many things, etc, or "this item is really hilariously overpowered even for a Legendary item" such as Iron Flask.
Unless I'm mistaken, the game never asserts that rare items are meant to be more powerful than common items.
As for gp, since the game design is to have no magic market, gp seems kind of pointless to add.
Yeah they do in the DMG:
"Rarity provides a rough measure of an item’s power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity table. A character doesn’t typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn’t get in the way of your campaign’s story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event."
Also in the DMG when they talk about creating magic items:
Unless I'm mistaken, the game never asserts that rare items are meant to be more powerful than common items.
As for gp, since the game design is to have no magic market, gp seems kind of pointless to add.
Yeah they do in the DMG:
"Rarity provides a rough measure of an item’s power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity table. A character doesn’t typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn’t get in the way of your campaign’s story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event."
Also in the DMG when they talk about creating magic items:
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
I try and use DMG values for a given magic item.
I also have a problem with giving my players to many magic items and to little gold.
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It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
I try and use DMG values for a given magic item.
I also have a problem with giving my players to many magic items and to little gold.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
It is also worth noting that crafting, both materials and time, are based on gold values, so if the party wants to commission an item be crafted, knowing that information would be helpful.
Additionally, while Wizards might think 5e should be the “use less items, be less powerful” edition, my players like getting loot and like feeling incremental increases in power more often than whenever they level up. It’s not like I can’t just make the fights harder to compensate - why Sen them something they enjoy? If you give out more than the recommended items, the’ll eventually want to sell things and upgrade their gear.
Let’s not also forget there’s a spell, Distort Value, that specifically is tied to item prices that generally don’t exist.
All told, there’s really no sensible reason not to have an official price. They can even add some rules for haggling and for DMs to justify using other values. “Here’s a baseline, here’s some recommendations on deviation” is a heck of a lot more useful than “Google it and use a fan creation,” which is what we have now.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
I try and use DMG values for a given magic item.
I also have a problem with giving my players to many magic items and to little gold.
I use the pricing system in Xanathar’s Guide.
I should probably start using the base prices in Xanathars, or a combination fo the two, but I often have trouble finding the page mid session.
With the DMG though, I dont know why, but I can find the page pretty quickly. Guess I'm more used to that book.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
It is also worth noting that crafting, both materials and time, are based on gold values, so if the party wants to commission an item be crafted, knowing that information would be helpful.
Additionally, while Wizards might think 5e should be the “use less items, be less powerful” edition, my players like getting loot and like feeling incremental increases in power more often than whenever they level up. It’s not like I can’t just make the fights harder to compensate - why Sen them something they enjoy? If you give out more than the recommended items, the’ll eventually want to sell things and upgrade their gear.
Let’s not also forget there’s a spell, Distort Value, that specifically is tied to item prices that generally don’t exist.
All told, there’s really no sensible reason not to have an official price. They can even add some rules for haggling and for DMs to justify using other values. “Here’s a baseline, here’s some recommendations on deviation” is a heck of a lot more useful than “Google it and use a fan creation,” which is what we have now.
Well, Distort Value is from the Acq. Inc. book, which is a little different from standard play. But I agree. A table of suggested adjustments would be aces. I've seen people say things like "I'm running a low magic setting," and then proceed to have magic item shops that sell whatever you want in any city you visit.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
It is also worth noting that crafting, both materials and time, are based on gold values, so if the party wants to commission an item be crafted, knowing that information would be helpful.
Additionally, while Wizards might think 5e should be the “use less items, be less powerful” edition, my players like getting loot and like feeling incremental increases in power more often than whenever they level up. It’s not like I can’t just make the fights harder to compensate - why Sen them something they enjoy? If you give out more than the recommended items, the’ll eventually want to sell things and upgrade their gear.
Let’s not also forget there’s a spell, Distort Value, that specifically is tied to item prices that generally don’t exist.
All told, there’s really no sensible reason not to have an official price. They can even add some rules for haggling and for DMs to justify using other values. “Here’s a baseline, here’s some recommendations on deviation” is a heck of a lot more useful than “Google it and use a fan creation,” which is what we have now.
Well, Distort Value is from the Acq. Inc. book, which is a little different from standard play. But I agree. A table of suggested adjustments would be aces. I've seen people say things like "I'm running a low magic setting," and then proceed to have magic item shops that sell whatever you want in any city you visit.
I’ve run both high magic and low magic settings. In high magic settings a price guide would come in handy.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
To each their own, I guess. I VERY much prefer no gp value being provided as it makes it possible for the GM to adjust as necessary (for example, maybe they made a mistake earlier and handed out too much gold) and for there to be more motivation when characters negotiate a price.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
I try and use DMG values for a given magic item.
I also have a problem with giving my players to many magic items and to little gold.
I use the pricing system in Xanathar’s Guide.
I should probably start using the base prices in Xanathars, but I often have trouble finding the page mid session.
With the DMG though, I dont know why, but I can find the page pretty quickly. Guess I'm more used to that book.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
To each their own, I guess. I VERY much prefer no gp value being provided as it makes it possible for the GM to adjust as necessary (for example, maybe they made a mistake earlier and handed out too much gold) and for there to be more motivation when characters negotiate a price.
This is a theme that I don't really understand on these boards so I have to ask - why can't you just ignore those values if they don't suit your purposes? If they say something they've obtained is worth 30gp, and you want it to be worth 10gp...have the vendor offer 10gp and refuse to go higher. It's much, much easier to ignore information given than it is to create information not given.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
To each their own, I guess. I VERY much prefer no gp value being provided as it makes it possible for the GM to adjust as necessary (for example, maybe they made a mistake earlier and handed out too much gold) and for there to be more motivation when characters negotiate a price.
This is a theme that I don't really understand on these boards so I have to ask - why can't you just ignore those values if they don't suit your purposes? If they say something they've obtained is worth 30gp, and you want it to be worth 10gp...have the vendor offer 10gp and refuse to go higher. It's much, much easier to ignore information given than it is to create information not given.
True, the magic item prices are only guidelines, in a low magic world, they might be more expensive.
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BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
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Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
To each their own, I guess. I VERY much prefer no gp value being provided as it makes it possible for the GM to adjust as necessary (for example, maybe they made a mistake earlier and handed out too much gold) and for there to be more motivation when characters negotiate a price.
This is a theme that I don't really understand on these boards so I have to ask - why can't you just ignore those values if they don't suit your purposes? If they say something they've obtained is worth 30gp, and you want it to be worth 10gp...have the vendor offer 10gp and refuse to go higher. It's much, much easier to ignore information given than it is to create information not given.
Because I deal with players who are real, living, people. Even after the game rules are set, they will push and push and push for RAW, even though they know that I'll never give it to them. Then, like many people here, even some people in this very thread, they'll whine about the GM not sticking to RAW. I'd rather just avoid the headache and stress
Now, I've answered your question, you can answer mine. Why can't you use gold piece values already posted on the web?
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
To each their own, I guess. I VERY much prefer no gp value being provided as it makes it possible for the GM to adjust as necessary (for example, maybe they made a mistake earlier and handed out too much gold) and for there to be more motivation when characters negotiate a price.
This is a theme that I don't really understand on these boards so I have to ask - why can't you just ignore those values if they don't suit your purposes? If they say something they've obtained is worth 30gp, and you want it to be worth 10gp...have the vendor offer 10gp and refuse to go higher. It's much, much easier to ignore information given than it is to create information not given.
Because I deal with players who are real, living, people. Even after the game rules are set, they will push and push and push for RAW, even though they know that I'll never give it to them. Then, like many people here, even some people in this very thread, they'll whine about the GM not sticking to RAW. I'd rather just avoid the headache and stress
Now, I've answered your question, you can answer mine. Why can't you use gold piece values already posted on the web?
It’s the same justification - real people who won’t except “this is what someone on the internet said the price should be, and, no, there isn’t a specific real table to use, even though so many rules mention it.”
The one difference - having a real table, and RAW specifically stating “this table is a guideline; the DM controls the prices” would solve your problem and our problems. Your solution just solves your problem… which is why your/the current solution is bad game design and is my nomination for “one thing I would change.”
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
To each their own, I guess. I VERY much prefer no gp value being provided as it makes it possible for the GM to adjust as necessary (for example, maybe they made a mistake earlier and handed out too much gold) and for there to be more motivation when characters negotiate a price.
This is a theme that I don't really understand on these boards so I have to ask - why can't you just ignore those values if they don't suit your purposes? If they say something they've obtained is worth 30gp, and you want it to be worth 10gp...have the vendor offer 10gp and refuse to go higher. It's much, much easier to ignore information given than it is to create information not given.
Because I deal with players who are real, living, people. Even after the game rules are set, they will push and push and push for RAW, even though they know that I'll never give it to them. Then, like many people here, even some people in this very thread, they'll whine about the GM not sticking to RAW. I'd rather just avoid the headache and stress
Now, I've answered your question, you can answer mine. Why can't you use gold piece values already posted on the web?
It’s the same justification - real people who won’t except “this is what someone on the internet said the price should be, and, no, there isn’t a specific real table to use, even though so many rules mention it.”
The one difference - having a real table, and RAW specifically stating “this table is a guideline; the DM controls the prices” would solve your problem and our problems. Your solution just solves your problem… which is why your/the current solution is bad game design and is my nomination for “one thing I would change.”
Every rule in the book is supposed to be a guideline. That statement has had no effect. Really, gp values don't belong in the DMG. RAW has no magic store. Official worlds with magic stores should have those gp values listed in the campaign book.
You wouldn't be telling them "This is what some guy on the Internet said it should be." You'd be telling them "This is where I set the prices."
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Wasnt it a concious design decision though?
It seems on par with the decision to limit the number of + modifier you can have so that you cant build those untouchable/cantmiss heroes of past edition through items and buffs.
Items seems more utilities/roleplay/effect oriented than numerical in nature and therefore it's more difficult, or even useless, to classify them in a generic system.
While intentional, that doesn’t mean it’s the best way to deal with items. Even if they wanted to keep their current number and power of items, removing gold costs and recommended minimum levels is an unnecessary change that only makes more work for DMs, without adding anything tangible in exchange.
Not really. I mean, it was a decision of some sort, but it didn't really have to do with preventing untouchable characters. There's basically two issues with 5e magic items:
Unless I'm mistaken, the game never asserts that rare items are meant to be more powerful than common items.
As for gp, since the game design is to have no magic market, gp seems kind of pointless to add.
Yeah they do in the DMG:
"Rarity provides a rough measure of an item’s power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity table. A character doesn’t typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn’t get in the way of your campaign’s story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event."
Also in the DMG when they talk about creating magic items:
https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop#PowerLevel
They directly correlate power to rarity.
Thank you.
It should also be noted that there is a point to giving a GP value even if there isn't a bazaar where they sell these things on a Thursday morning. While there may not be a thriving market for them, there Will still be times when parties will want to obtain a given magic item, and therefore a subset of those who don't want to do so by prying it from the cold, dead hands of the NPC who was the previous owner. There are also parties who have magic items that they'd wish to part with in exchange for something more appropriate to their circumstances.
In either case, there is a need for the DM and players to have an idea of what an item (magic or not) is worth to others. There might not be an entire industry based around these objects, but there would be a sense of value. A D&D given baseline value would prevent disagreements between players who think their +1 longsword is worth a life worthy of Kings and DMs who think that it might buy them 3 nights in the stable with leftover stew for supper.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I try and use DMG values for a given magic item.
I also have a problem with giving my players to many magic items and to little gold.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I use the pricing system in Xanathar’s Guide.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
It is also worth noting that crafting, both materials and time, are based on gold values, so if the party wants to commission an item be crafted, knowing that information would be helpful.
Additionally, while Wizards might think 5e should be the “use less items, be less powerful” edition, my players like getting loot and like feeling incremental increases in power more often than whenever they level up. It’s not like I can’t just make the fights harder to compensate - why Sen them something they enjoy? If you give out more than the recommended items, the’ll eventually want to sell things and upgrade their gear.
Let’s not also forget there’s a spell, Distort Value, that specifically is tied to item prices that generally don’t exist.
All told, there’s really no sensible reason not to have an official price. They can even add some rules for haggling and for DMs to justify using other values. “Here’s a baseline, here’s some recommendations on deviation” is a heck of a lot more useful than “Google it and use a fan creation,” which is what we have now.
I should probably start using the base prices in Xanathars, or a combination fo the two, but I often have trouble finding the page mid session.
With the DMG though, I dont know why, but I can find the page pretty quickly. Guess I'm more used to that book.
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HERE.Well, Distort Value is from the Acq. Inc. book, which is a little different from standard play. But I agree. A table of suggested adjustments would be aces. I've seen people say things like "I'm running a low magic setting," and then proceed to have magic item shops that sell whatever you want in any city you visit.
I’ve run both high magic and low magic settings. In high magic settings a price guide would come in handy.
To each their own, I guess. I VERY much prefer no gp value being provided as it makes it possible for the GM to adjust as necessary (for example, maybe they made a mistake earlier and handed out too much gold) and for there to be more motivation when characters negotiate a price.
I don’t use dead tree copies, I keep several tabs of DDB open when I DM, so I just zip right to it. It’s under Downtime Activities, Selling a Magic Item: (https://www.dndbeyond.com/sources/xgte/downtime-revisited#SellingaMagicItem).
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This is a theme that I don't really understand on these boards so I have to ask - why can't you just ignore those values if they don't suit your purposes? If they say something they've obtained is worth 30gp, and you want it to be worth 10gp...have the vendor offer 10gp and refuse to go higher. It's much, much easier to ignore information given than it is to create information not given.
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True, the magic item prices are only guidelines, in a low magic world, they might be more expensive.
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HERE.Because I deal with players who are real, living, people. Even after the game rules are set, they will push and push and push for RAW, even though they know that I'll never give it to them. Then, like many people here, even some people in this very thread, they'll whine about the GM not sticking to RAW. I'd rather just avoid the headache and stress
Now, I've answered your question, you can answer mine. Why can't you use gold piece values already posted on the web?
It’s the same justification - real people who won’t except “this is what someone on the internet said the price should be, and, no, there isn’t a specific real table to use, even though so many rules mention it.”
The one difference - having a real table, and RAW specifically stating “this table is a guideline; the DM controls the prices” would solve your problem and our problems. Your solution just solves your problem… which is why your/the current solution is bad game design and is my nomination for “one thing I would change.”
Every rule in the book is supposed to be a guideline. That statement has had no effect. Really, gp values don't belong in the DMG. RAW has no magic store. Official worlds with magic stores should have those gp values listed in the campaign book.
You wouldn't be telling them "This is what some guy on the Internet said it should be." You'd be telling them "This is where I set the prices."