Make your own, the DMG and XG's approach are similar, with XG's being better defined.
There are a lot of people, even myself, who are looking at ways of expanding, altering, and otherwise making Magical Item production and acquisition less cumbersome and more RP/in game oriented.
Well it seems to me the player is asking to buy a specific magic item.
As the DM, you decide if you want them to have it; now, maybe later, maybe never. You also get to decide if you would like to give them something "like" the thing they want and is better balanced for the situation.
If someone wants a specific item then there is some real chance they may get it. If I were to specifically roll for the chance of getting something from "this rarity" and then roll again for "the item" it sounds like the chances of getting that item are pretty tiny.
I expect that as a social factor, you would get a specific item of a given rarity by asking for it than you would by rolling for it.
I saw it once, and I must say it was a nice crutch as a beginner DM to get a feel for the value of money. It can also be useful to generate a shop's inventory: the cheap stuff would likely be commonly available, and the more expensive you get the less likely they are to have it in stock (if your world have magic shops to begin with). I used it a bit less once I realised that as a DM writing my own campaigns, I actually control both the income and outcome of money, and can always make up prices on the spot if I underpaid or overpaid my players.
It's a bit more granular than "uncommon/rare/very rare/legendary", and I appreciate that.
I had actually forgotten about this, and will probably start using it again a bit more for inspiration about magic item, so thanks ;)
Found this PDF of "sane" magic item prices. Thoughts, guys?
I use this pretty frequently as a reference in my campaign. My one big deviation is that I charge a LOT more for upgraded healing potions. I do 50/250/2500/25000 for healing/greater healing/superior healing/supreme healing. I don't sell a lot of supreme healing potions :) Then again, I also tend to let players haggle.
I saw it once, and I must say it was a nice crutch as a beginner DM to get a feel for the value of money. It can also be useful to generate a shop's inventory: the cheap stuff would likely be commonly available, and the more expensive you get the less likely they are to have it in stock (if your world have magic shops to begin with). I used it a bit less once I realised that as a DM writing my own campaigns, I actually control both the income and outcome of money, and can always make up prices on the spot if I underpaid or overpaid my players.
It's a bit more granular than "uncommon/rare/very rare/legendary", and I appreciate that.
I had actually forgotten about this, and will probably start using it again a bit more for inspiration about magic item, so thanks ;)
Nice! I think consumables should be cheaper in general, and the Sane guide doesn't take into account rarity. So I don't agree with all its pricing, so I'm using it as a guide for Even Saner Magic Item Prices. My idea is to sort of replicate in the prices supply and demand. So sure, a +1 sword may be uncommon, but everyone wants one. And Sovereign Glue may be super duper rare, but no one is going to pay thousands and thousands of gold for it.
May eventually share it publically, but I think the Sane author did a great job overall.
Found this PDF of "sane" magic item prices. Thoughts, guys?
I use this pretty frequently as a reference in my campaign. My one big deviation is that I charge a LOT more for upgraded healing potions. I do 50/250/2500/25000 for healing/greater healing/superior healing/supreme healing. I don't sell a lot of supreme healing potions :) Then again, I also tend to let players haggle.
That's... a lot of money. I kind of look at as a spell-like ability. Nicer healing potions shouldn't be cheap, but they shouldn't be insane either. So I won't charge that much, especially since healing potions are generally used to get someone's unconscious face out of the dirt. A basic potion is all you really need for that...
Found this PDF of "sane" magic item prices. Thoughts, guys?
A lot of those prices still don't make any sense. For example, a ring of fire resistance costs 6,000 gp. However, a Frostbrand longsword only costs 2,200, despite giving all the benefits of a ring of fire resistance AND having the other magic sword properties.
I think there was another discussion of those prices somewhere that mentioned the philosophy behind the prices seems to be based on the assumption that defensive buffs do more to nerf encounters than offensive buffs. So the items that give defensive benefits are WAY more expensive than anything else.
I think there was another discussion of those prices somewhere that mentioned the philosophy behind the prices seems to be based on the assumption that defensive buffs do more to nerf encounters than offensive buffs. So the items that give defensive benefits are WAY more expensive than anything else.
Not sure if that was in response to my post above, but my point was that a Frostbrand IS a ring of fire resistance PLUS a magic sword. So, it should cost at least what a +1 sword (1,000) costs plus what a ring of resistance costs (6,000), not 2,200.
I can see why defensive items would be more expensive. You only get to run out of hit points once … well except you don't. Doing ten, fifty, a hundred more points of damage doesn't matter if you're dead.
Found this PDF of "sane" magic item prices. Thoughts, guys?
A lot of those prices still don't make any sense. For example, a ring of fire resistance costs 6,000 gp. However, a Frostbrand longsword only costs 2,200, despite giving all the benefits of a ring of fire resistance AND having the other magic sword properties.
Agreed. Which is why I'm reworking it. +1 Armor is super pricey and on the "gamechanger" list but a Cloak of Resistance is cheap. That makes zero sense. Even though the bounded accuracy thing really does make sense.
I think there was another discussion of those prices somewhere that mentioned the philosophy behind the prices seems to be based on the assumption that defensive buffs do more to nerf encounters than offensive buffs. So the items that give defensive benefits are WAY more expensive than anything else.
Not sure if that was in response to my post above, but my point was that a Frostbrand IS a ring of fire resistance PLUS a magic sword. So, it should cost at least what a +1 sword (1,000) costs plus what a ring of resistance costs (6,000), not 2,200.
That's how I'm reworking it. And I'm trying to go through all the magic items. So it will be Even Saner.
Moreover, looking at as a question of supply and demand. Something that's Uncommon but awesome will cost more. Something Very Rare but next to useless will cost less. But it's still Very Rare.
i.e. It's not *just* about power. But if something's powerful, adventurers, nobles, and gover'ment goons will all want it, driving up the price.
Of course, for many of the Legendary and Very Rare items, it'd just be easier to kill someone for it since they're effectively priceless.
Found this PDF of "sane" magic item prices. Thoughts, guys?
Ive seen lists like this before generally I wouldn't use the prices directly from them but what they tend to do better than the base rules is roughly put items in order of their power/value. The base rules for example really miss the power of boots of flying. The reason I dont use them directly is I think strict prices are too rigid and game-able. I think the values should be a bit more fluid and less predictable, I think that the vagueness is kind of a strength of xanathar's in that it makes it less predictable but I don't think rarity is a good measure of prices. I might use them directly for crafting but with drafting I also include a quest element like killing a certain monster or finding a rare ore. The list iv's used before is this one https://www.dmsguild.com/product/205126/Discerning-Merchants-Price-Guide on of my past dm's shared it with me and i think there is a free sample some where.
The rules in Xanathar's Guide are... weird. Getting a specific item of a given rarity is easier than getting a random item of a given rarity.
Anyone have an alternate system? Or better yet, a modified version of the XG rules?
Now the specific v.s general doesn't bother me as realistically players will likely be looking for a specific item and it only makes sense they find a seller who is likely to have that kind of item.
What I like about Xananthar's rules is that you have to find a buyer who may or may not have what you need and may or may have a good deal. A seller might have an item for a bad price while another has it for a good price. It also has complications so one might be a bad seller. I like it because it opens up building up relationships with good sellers or investigating/ vetting them but that's only if you use the tool there to make sellers characters. That means using complications, making them having good deals on some things bad deals on others and give their items a little flavor with the dmg rules for magic item flavoring.
Found this PDF of "sane" magic item prices. Thoughts, guys?
This has been my go to ever since I first saw it, I don’t so much stick to the prices in the price list but what it does allow me to do is make sure that I price magic items based on in game impact not rarity. If an item costs 1000 and I decide on my campaign it is 700 then pretty much all the 1000 cost items will be shifted down in price.
I think there was another discussion of those prices somewhere that mentioned the philosophy behind the prices seems to be based on the assumption that defensive buffs do more to nerf encounters than offensive buffs. So the items that give defensive benefits are WAY more expensive than anything else.
Not sure if that was in response to my post above, but my point was that a Frostbrand IS a ring of fire resistance PLUS a magic sword. So, it should cost at least what a +1 sword (1,000) costs plus what a ring of resistance costs (6,000), not 2,200.
I think the thing to remember is that this list was community created so there will be a few outliers. As with any price list you can tweak it as needed, personally I tend to bring prices down but will ensure like priced items are reduced the same amount but ultimately I will also tweak the price based on how it will impact the game.
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The rules in Xanathar's Guide are... weird. Getting a specific item of a given rarity is easier than getting a random item of a given rarity.
Anyone have an alternate system? Or better yet, a modified version of the XG rules?
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
The rules make perfect sense because you as a DM decided the specific item sought shoud have a chance at availability. ;P
Agree to disagree there.
But really looking for a better or alternative system to XG's.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Make your own, the DMG and XG's approach are similar, with XG's being better defined.
There are a lot of people, even myself, who are looking at ways of expanding, altering, and otherwise making Magical Item production and acquisition less cumbersome and more RP/in game oriented.
Well it seems to me the player is asking to buy a specific magic item.
As the DM, you decide if you want them to have it; now, maybe later, maybe never. You also get to decide if you would like to give them something "like" the thing they want and is better balanced for the situation.
If someone wants a specific item then there is some real chance they may get it. If I were to specifically roll for the chance of getting something from "this rarity" and then roll again for "the item" it sounds like the chances of getting that item are pretty tiny.
I expect that as a social factor, you would get a specific item of a given rarity by asking for it than you would by rolling for it.
https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view
Found this PDF of "sane" magic item prices. Thoughts, guys?
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
I saw it once, and I must say it was a nice crutch as a beginner DM to get a feel for the value of money. It can also be useful to generate a shop's inventory: the cheap stuff would likely be commonly available, and the more expensive you get the less likely they are to have it in stock (if your world have magic shops to begin with). I used it a bit less once I realised that as a DM writing my own campaigns, I actually control both the income and outcome of money, and can always make up prices on the spot if I underpaid or overpaid my players.
It's a bit more granular than "uncommon/rare/very rare/legendary", and I appreciate that.
I had actually forgotten about this, and will probably start using it again a bit more for inspiration about magic item, so thanks ;)
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I use this pretty frequently as a reference in my campaign. My one big deviation is that I charge a LOT more for upgraded healing potions. I do 50/250/2500/25000 for healing/greater healing/superior healing/supreme healing. I don't sell a lot of supreme healing potions :) Then again, I also tend to let players haggle.
"Not all those who wander are lost"
Nice! I think consumables should be cheaper in general, and the Sane guide doesn't take into account rarity. So I don't agree with all its pricing, so I'm using it as a guide for Even Saner Magic Item Prices. My idea is to sort of replicate in the prices supply and demand. So sure, a +1 sword may be uncommon, but everyone wants one. And Sovereign Glue may be super duper rare, but no one is going to pay thousands and thousands of gold for it.
May eventually share it publically, but I think the Sane author did a great job overall.
That's... a lot of money. I kind of look at as a spell-like ability. Nicer healing potions shouldn't be cheap, but they shouldn't be insane either. So I won't charge that much, especially since healing potions are generally used to get someone's unconscious face out of the dirt. A basic potion is all you really need for that...
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
A lot of those prices still don't make any sense. For example, a ring of fire resistance costs 6,000 gp. However, a Frostbrand longsword only costs 2,200, despite giving all the benefits of a ring of fire resistance AND having the other magic sword properties.
I think there was another discussion of those prices somewhere that mentioned the philosophy behind the prices seems to be based on the assumption that defensive buffs do more to nerf encounters than offensive buffs. So the items that give defensive benefits are WAY more expensive than anything else.
Not sure if that was in response to my post above, but my point was that a Frostbrand IS a ring of fire resistance PLUS a magic sword. So, it should cost at least what a +1 sword (1,000) costs plus what a ring of resistance costs (6,000), not 2,200.
I can see why defensive items would be more expensive. You only get to run out of hit points once … well except you don't. Doing ten, fifty, a hundred more points of damage doesn't matter if you're dead.
Agreed. Which is why I'm reworking it. +1 Armor is super pricey and on the "gamechanger" list but a Cloak of Resistance is cheap. That makes zero sense. Even though the bounded accuracy thing really does make sense.
That's how I'm reworking it. And I'm trying to go through all the magic items. So it will be Even Saner.
Moreover, looking at as a question of supply and demand. Something that's Uncommon but awesome will cost more. Something Very Rare but next to useless will cost less. But it's still Very Rare.
i.e. It's not *just* about power. But if something's powerful, adventurers, nobles, and gover'ment goons will all want it, driving up the price.
Of course, for many of the Legendary and Very Rare items, it'd just be easier to kill someone for it since they're effectively priceless.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Only being able to use 2 weapons at a time, that difference is too lage tho
Put some random into the magic item costs and adjust the base price.
common 50 gp
uncommon 500 gp minor / 1,500 gp major
rare 2,400 gp minor / 5,000 gp major
very rare 10,000 gp minor / 20,000 gp major
Magic Item Costs base +- 300%
Its possible to get a magic item very cheap from a vendor who doesn't realize its worth or perhaps a vendor who values it too much..
Ive seen lists like this before generally I wouldn't use the prices directly from them but what they tend to do better than the base rules is roughly put items in order of their power/value. The base rules for example really miss the power of boots of flying. The reason I dont use them directly is I think strict prices are too rigid and game-able. I think the values should be a bit more fluid and less predictable, I think that the vagueness is kind of a strength of xanathar's in that it makes it less predictable but I don't think rarity is a good measure of prices. I might use them directly for crafting but with drafting I also include a quest element like killing a certain monster or finding a rare ore. The list iv's used before is this one https://www.dmsguild.com/product/205126/Discerning-Merchants-Price-Guide on of my past dm's shared it with me and i think there is a free sample some where.
Now the specific v.s general doesn't bother me as realistically players will likely be looking for a specific item and it only makes sense they find a seller who is likely to have that kind of item.
What I like about Xananthar's rules is that you have to find a buyer who may or may not have what you need and may or may have a good deal. A seller might have an item for a bad price while another has it for a good price. It also has complications so one might be a bad seller. I like it because it opens up building up relationships with good sellers or investigating/ vetting them but that's only if you use the tool there to make sellers characters. That means using complications, making them having good deals on some things bad deals on others and give their items a little flavor with the dmg rules for magic item flavoring.
This has been my go to ever since I first saw it, I don’t so much stick to the prices in the price list but what it does allow me to do is make sure that I price magic items based on in game impact not rarity. If an item costs 1000 and I decide on my campaign it is 700 then pretty much all the 1000 cost items will be shifted down in price.
I think the thing to remember is that this list was community created so there will be a few outliers. As with any price list you can tweak it as needed, personally I tend to bring prices down but will ensure like priced items are reduced the same amount but ultimately I will also tweak the price based on how it will impact the game.