Have you had to limit or change Magic item prices?
Even starting a standard magic level game, at levels 11-16 gives the players 2 uncommon, and enough cash to get between 1-9 Rare magic items! It seems like the prices are too low, and having to approve every item is tedious.
In my group I set all magic item prices to their max listed, but even then it didnt feel like a great move.
In one of my campaign settings equipment is essential and I struggled for a while before figuring out a fix (Hypercorps 2099 is cyberpunk and for each mission PCs go on their shared Wealth attribute provides a certain amount of gear that only sticks around until they get paid and move on).
Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
In my campaign, I mostly go off the list that Mike posted above, but the kicker is that you won't find most magic items that are listed as available. The custom start magic items I give them (now at level 14) is one rare item of choice (can be talked down to two uncommon instead), and one roll from table G in the DMG (rolled after they pick class). If they want, they can buy simple magic items with starting gold (+1 weaponry, it's the 1000+base item cost as suggested in that sane magic items, or potions). Things like bags of holdings can be bought at an extreme expense with the starting wealth, or they could wait until their character gets in game to haggle and deal with the owner of the magic item shop.
I take magic item costs almost entirely out of the equation entirely. But, then, I like settings where Magic is a little more oomphy and rare and interesting. Sure, a black market might exist (and be uncommonly expensive, as a result), but if magic things are wanted then adventuring and finding the party must go. I kinda prefer it all that way.
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As a dm I have occasionally allowed a lvl 1 to start with a sentient magic item that grows as they grow
I do this too but not at 1st level, I usually hold off on that until 3rd (in Mists of Akuma there are gun priests and samurai that get a magical weapon as one of their class features, although samurai might get theirs at 2nd they sack channel divinity for it so I don't feel so bad).
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In one of my campaign settings equipment is essential and I struggled for a while before figuring out a fix (Hypercorps 2099 is cyberpunk and for each mission PCs go on their shared Wealth attribute provides a certain amount of gear that only sticks around until they get paid and move on).
Wow! No, I hadn't seen that, and im sorry I missed it till now. This will save a ton of work, and its nice to see how other people have evaluated the use of some of these magic items. I'm afraid I don't follow the Hypercorps idea. Is it similar at all to WH40K Requisition/Renown? Basically they can 'spend' to get items for a job, but they never 'own' the items?
As a dm I have occasionally allowed a lvl 1 to start with a sentient magic item that grows as they grow
I like the idea, and have toyed with trying it. I just like a 'lower' magic feel, than the players having a sentient item that can grow/reap souls/whatever. It's definitely cool, and maybe someday ill get over my issue.
In one of my campaign settings equipment is essential and I struggled for a while before figuring out a fix (Hypercorps 2099 is cyberpunk and for each mission PCs go on their shared Wealth attribute provides a certain amount of gear that only sticks around until they get paid and move on).
Wow! No, I hadn't seen that, and im sorry I missed it till now. This will save a ton of work, and its nice to see how other people have evaluated the use of some of these magic items. I'm afraid I don't follow the Hypercorps idea. Is it similar at all to WH40K Requisition/Renown? Basically they can 'spend' to get items for a job, but they never 'own' the items?
Essentially! The Kickstarter was for a Pathfinder thing originally and in the translation the lack of a real item economy was driving me up the wall until I settled on this. Swap bytecoins/bt for gold/gp and you should be good to go. :D
Fifth Edition has an abstract system for magic items and isn’t built for PCs to accumulate massive amounts of wealth. A big bank account is part of most Hypercorps 2099 games however, and the varied abilities and defenses of hyper enemies expect a party of operators to come prepared with an array of equipment to even the odds. Fortunately the world of the future is a fluid one and presents numerous opportunities for a group to acquire the gear to pull off any given gig.
A party of operators has a Wealth attribute to simulate how the wheelings and dealings of the world turn out for them when the time comes to equip themselves for a job. The party’s Wealth attribute is equal to all of their Luck and Reputation scores added together then divided by the total number of party members [use 10 + level for Luck and 10 + level + Cha mod for Rep]. After accepting an operation, the GM makes a Wealth check on behalf of the party (1d20 + Wealth ability modifier). The PCs receive temporary equipment and gear of a value equal to 100bt[or gold] x the result of the Wealth check.
Any item purchased by the operators with the bytecoinsgold acquired from a Wealth check must be used during the operation or directly before its undertaking. After an operation is over temporary equipment and gear that remains mysteriously disappears, gets broken, fell out of a character’s pack during combat, or otherwise becomes unavailable to the party. Any item that requires attunement cannot be acquired with these funds, but by paying double the normal price a piece of temporary equipment or gear can be bought as a regular item. Items that grant permanent bonuses are ineligible as well, and when calculating item value, use the maximum amount (100bt for common, 500bt for uncommon, etc.).
For example, a party of four operators with the following attributes (Luck: 14, 18, 14, 14; Reputation:17, 20, 15, 16) as a Wealth attribute of 32. The GM rolls 1d20+11 and gets a 15 for a total of 26, so the party gets 2,600bt of temporary equipment and gear. The PCs should play a large role in how temporary equipment and gear is acquired because it certainly isn’t bought.
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The Sane Magical Prices pdf that was linked is what our gaming group uses, however all non-consumables are times by 2.8 (the threads that stated the original copy of this document had varying price points, and the 2.8 multiplier was a common theme to bring things into a realistic territory).
The most important thing to remember, from my perspective, is that even though they have enough cash to buy lots of magic items, as the GM you can control what magic items are even available.
If nothing else, provide the players with a (VERY TINY) list of your approved magic items. I like that list to be heavy on consumables, and the non-consumables to be super basic (+1 non-best type weapons or super random effect wondrous items).
The most important thing to remember, from my perspective, is that even though they have enough cash to buy lots of magic items, as the GM you can control what magic items are even available.
If nothing else, provide the players with a (VERY TINY) list of your approved magic items. I like that list to be heavy on consumables, and the non-consumables to be super basic (+1 non-best type weapons or super random effect wondrous items).
Agreed. I stated early on I could nix any magic item I felt was too OP, too rare, or whatever. For the most part they were good about it, but even the best players are greedy when it comes to magic items. Its almost a Shadowrun mentality, its easier to get it now (at character generation) that find it on the street.
I like the idea of having a more realistic pricing guide, not because I want to use prices in magic item shops, but for things like char gen, to eyeball relative power levels, and to help ensure they know whats 'out of their reach' where theres only 5 classes of magic item, that line of division is pretty unclear.
Maybe something simple like a magic trinket. it could be like a cloth napkin that attracts and destroys; dirt, blood, and other vile things on the character and his or her clothing who is holding it, but is other wise normal. so like a limited prestidigitation.
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Have you had to limit or change Magic item prices?
Even starting a standard magic level game, at levels 11-16 gives the players 2 uncommon, and enough cash to get between 1-9 Rare magic items! It seems like the prices are too low, and having to approve every item is tedious.
In my group I set all magic item prices to their max listed, but even then it didnt feel like a great move.
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In one of my campaign settings equipment is essential and I struggled for a while before figuring out a fix (Hypercorps 2099 is cyberpunk and for each mission PCs go on their shared Wealth attribute provides a certain amount of gear that only sticks around until they get paid and move on).
Also, have you seen this? It's not amazing but I'd say about half or so are priced well - https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view
Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
In my campaign, I mostly go off the list that Mike posted above, but the kicker is that you won't find most magic items that are listed as available.
The custom start magic items I give them (now at level 14) is one rare item of choice (can be talked down to two uncommon instead), and one roll from table G in the DMG (rolled after they pick class). If they want, they can buy simple magic items with starting gold (+1 weaponry, it's the 1000+base item cost as suggested in that sane magic items, or potions). Things like bags of holdings can be bought at an extreme expense with the starting wealth, or they could wait until their character gets in game to haggle and deal with the owner of the magic item shop.
I take magic item costs almost entirely out of the equation entirely. But, then, I like settings where Magic is a little more oomphy and rare and interesting. Sure, a black market might exist (and be uncommonly expensive, as a result), but if magic things are wanted then adventuring and finding the party must go. I kinda prefer it all that way.
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As a dm I have occasionally allowed a lvl 1 to start with a sentient magic item that grows as they grow
Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
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bytecoinsgold acquired from a Wealth check must be used during the operation or directly before its undertaking. After an operation is over temporary equipment and gear that remains mysteriously disappears, gets broken, fell out of a character’s pack during combat, or otherwise becomes unavailable to the party. Any item that requires attunement cannot be acquired with these funds, but by paying double the normal price a piece of temporary equipment or gear can be bought as a regular item. Items that grant permanent bonuses are ineligible as well, and when calculating item value, use the maximum amount (100bt for common, 500bt for uncommon, etc.).Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
The Sane Magical Prices pdf that was linked is what our gaming group uses, however all non-consumables are times by 2.8 (the threads that stated the original copy of this document had varying price points, and the 2.8 multiplier was a common theme to bring things into a realistic territory).
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The most important thing to remember, from my perspective, is that even though they have enough cash to buy lots of magic items, as the GM you can control what magic items are even available.
If nothing else, provide the players with a (VERY TINY) list of your approved magic items. I like that list to be heavy on consumables, and the non-consumables to be super basic (+1 non-best type weapons or super random effect wondrous items).
I like the idea of having a more realistic pricing guide, not because I want to use prices in magic item shops, but for things like char gen, to eyeball relative power levels, and to help ensure they know whats 'out of their reach' where theres only 5 classes of magic item, that line of division is pretty unclear.
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I prefer not to have any starting magic items. However; when beginning at a higher level I like having them make a unique item or weapon.
Maybe something simple like a magic trinket. it could be like a cloth napkin that attracts and destroys; dirt, blood, and other vile things on the character and his or her clothing who is holding it, but is other wise normal. so like a limited prestidigitation.