

The magic items of a given rarity are just too varied to say they all have the same value. Unfortunately, while the DMG provides values for magic items based on their rarities, those values just wouldn’t work for Angr圜raft. And I had to do that based on the assumption that a magic item should require between three and eight units of materials to craft. Specifically, I had to figure out how much the materials should be worth based on the worth of the magic items they’d be used to make. I had to use the existing magic item list to help me define the materials that the players would use to craft magic items. In my last article on this topic, I explained that I had to design the Angr圜raft system backward.
#Magic engine 5e price how to
Because this week, I’m talking about… How to Price a Magic Item And that interesting, fun bit is what I’ll talk about… next week. Meanwhile, while I wasn’t assigning prices to every magic item in the game, I was doing something a lot more interesting and fun. I figured out a way to get them to assign themselves. Because it kept me from having to actually assign prices to every magic item in the game. And then, when I realized I was doing my job the stupid way, it made everything A LOT easier. And when I realized that, it made my job easier. So, we’re just going to assume they’re not. The point is that the prices in D&D aren’t really broken.

Because people who scream the word ‘broken’ generally don’t have anything useful or intelligent to say and I can just delete their comments. I know lots of people scream about how the magic item prices in D&D are broken. I just finished designing the pricing scheme that’s already half-baked into D&D. In fact, that’s the least interesting thing I did. I assigned prices to all the magic items in the D&D DMG.

Believe it or not, I actually did what I said I was going to do two weeks ago.
