Is there any good table for 5e magic items? 3.5 or other prices do not work out, gold is cheap in that version. No worries if you don't know but a quick reply would be nice. I am planning to maybe have a shady magic item dealer show up and that kind of thing. Also, any feedback on my Schmeppy map?
I've been using The Discerning Merchants Price Guidewhich can be purchased from DMs Guild. I'm definitely going to look through the resource posted by Lyxen though.
For example The Discerning Merchants Price Guide prices a Javelin of Lightning at 350gp whereas the resource Lyxen shared prices the item at 1500gp. pretty big difference there.
check this, it's DMPG/Sane/DMG/Xanathar. Just pick what do you think is better for that kind of magic item or just better "pricing".
This is a a really Interesting doc, I am assuming the sane price is what makes actual sense lol. But I have underpriced some items in my game, according to this. I am struggling with prices myself. I have a arrow catching shield listed in a shop as about 200 gold, but it's marked at 4000 I think in their lol.
Sane is probably the best, but how would one judge the price of magic items on the spot, I use the by rarity table as I am a new dm. But what are y'alls advice on that
Sane is probably the best, but how would one judge the price of magic items on the spot, I use the by rarity table as I am a new dm. But what are y'alls advice on that
I just have sane open as part of my standard DM documents. But, if someone wants to buy a magic item I already know what is available where they are going to be as part of my session prep. But I find if a player asks how much a thing will be that I have not prepped for then simply telling them to wait for 5 while I look it up, or that I will get back to them post session (because it isn't available right now anyway).
Sane magic items has never been updated for newer sourcebooks, which greatly limits its use. I would recommend just using the standard rules (generally pricing consumables at the low end of the range, permanent at the high end), except if some object seems ridiculous... change its rarity.
My advice is while the guides are good for the relative prices and Identifying items whose rarity is too low for their power, I don't recommend making magic items too available even in a high magic setting. The more choice players have in items and the more they can get the more they can start doing things that break builds and the economy. For example the javelin of lightning doesn't seem like a big deal until a player buys a bunch and gives them to the fighter and then action surges throwing like 4-9 a round depending on the level and the build. You can also have issues with artificers mass producing and selling cheap items things like that. It creates allot of power creep.
The rules in the books keep prices vague, make it cost money to find buyers and sellers and introduce complications ect.. for a reason. If it's too clean players will gamify your economy.
Sane magic items has never been updated for newer sourcebooks, which greatly limits its use. I would recommend just using the standard rules (generally pricing consumables at the low end of the range, permanent at the high end), except if some object seems ridiculous... change its rarity.
It is up to DM's but while Sane price has never been updated I find it works as a starting point, end of the day it is the DM's game but the standard rules make some powerful magic items far far too cheap while making some very limited use magic items that really should be handed out levels 3-6 far too expensive and rare. Dm's new to DnD can especially be caught out if they follow RAW I find. Simply changing rarity makes no sense, a +1 weapon in my game comes in at about 2000 gold, but is relatively common.
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Is there any good table for 5e magic items? 3.5 or other prices do not work out, gold is cheap in that version. No worries if you don't know but a quick reply would be nice. I am planning to maybe have a shady magic item dealer show up and that kind of thing. Also, any feedback on my Schmeppy map?
Enjoy my magic items, spells, monsters, my race, and a few feats. And GIVE ME FEEDBACK... or else.
Like what I say?
⬐ Just press this little guy right here.
Thanks a bunch!
Enjoy my magic items, spells, monsters, my race, and a few feats. And GIVE ME FEEDBACK... or else.
Like what I say?
⬐ Just press this little guy right here.
I've been using The Discerning Merchants Price Guide which can be purchased from DMs Guild. I'm definitely going to look through the resource posted by Lyxen though.
For example The Discerning Merchants Price Guide prices a Javelin of Lightning at 350gp whereas the resource Lyxen shared prices the item at 1500gp. pretty big difference there.
https://docs.google.com/spreadsheets/d/1OG7UsbsjNFX4zVkDORiem1ySUGYrhu-wrTRnGEk4jgc/edit#gid=0
check this, it's DMPG/Sane/DMG/Xanathar. Just pick what do you think is better for that kind of magic item or just better "pricing".
Well well well!
how much would a pair of sending stones be
This is a a really Interesting doc, I am assuming the sane price is what makes actual sense lol. But I have underpriced some items in my game, according to this. I am struggling with prices myself. I have a arrow catching shield listed in a shop as about 200 gold, but it's marked at 4000 I think in their lol.
The Stores Handbook by Andrew Cawood
playing since 1986
how much would a pair of sending stones be
playing since 1986
Anyone that prices magic items based on rarity is making a mess of the game. Many items are way to cheap, others way too expensive.
They price a potion of flying (Very Rare) more than a broom of flying (uncommon).
I prefer the Sane magic item pricing, but do like the options granted by that nice chart
Sane is probably the best, but how would one judge the price of magic items on the spot, I use the by rarity table as I am a new dm. But what are y'alls advice on that
I just have sane open as part of my standard DM documents. But, if someone wants to buy a magic item I already know what is available where they are going to be as part of my session prep. But I find if a player asks how much a thing will be that I have not prepped for then simply telling them to wait for 5 while I look it up, or that I will get back to them post session (because it isn't available right now anyway).
Sane magic items has never been updated for newer sourcebooks, which greatly limits its use. I would recommend just using the standard rules (generally pricing consumables at the low end of the range, permanent at the high end), except if some object seems ridiculous... change its rarity.
My advice is while the guides are good for the relative prices and Identifying items whose rarity is too low for their power, I don't recommend making magic items too available even in a high magic setting. The more choice players have in items and the more they can get the more they can start doing things that break builds and the economy. For example the javelin of lightning doesn't seem like a big deal until a player buys a bunch and gives them to the fighter and then action surges throwing like 4-9 a round depending on the level and the build. You can also have issues with artificers mass producing and selling cheap items things like that. It creates allot of power creep.
The rules in the books keep prices vague, make it cost money to find buyers and sellers and introduce complications ect.. for a reason. If it's too clean players will gamify your economy.
It is up to DM's but while Sane price has never been updated I find it works as a starting point, end of the day it is the DM's game but the standard rules make some powerful magic items far far too cheap while making some very limited use magic items that really should be handed out levels 3-6 far too expensive and rare. Dm's new to DnD can especially be caught out if they follow RAW I find. Simply changing rarity makes no sense, a +1 weapon in my game comes in at about 2000 gold, but is relatively common.