You're talking about Magic Items (anything from a +1 stick to an Avenger Helm) and how you should be conscious about balancing cost and having a working economy... ugh. This is rough even for experienced DMs. I would suggest that you absolutely can just use a random generator for shop items and all that, but if a player wants that Viscous Battleaxe but they have nowhere near enough to afford it, then make it a reward drop as part of a dungeon treasure horde, or as a reward for defeating something. Everything doesn't need to be purchased and (especially in later editions or at higher level play) money is something that is easily removed entirely from a game. If players are finding adequate supplies (food, potions, equipment, etc) then what do they need to purchase? Even modern games with fully balanced world economy fall into this. Skyrim has an incredible real world based economy buy you can easily just avoid ships and money and not suffer from being unable to progress. I honestly feel like great advice for new players and DMs alike is to simplify. The less you need to keep track of, the easier time you will have playing and the more time to enjoy the game itself.
I agree with all of this. I didn’t want to dive too deep into the whole economy of magic item cost in a beginner video and I was more leaning toward the balance of distribution of magic items to each player, making sure everyone gets something, rather than the balance of cost! But good spot! I might need to be more specific!
bloody great advice!! very helpful and informative!!
Hope the tips help!
Awesome tips Mits!!!
Thanks so much!
You're talking about Magic Items (anything from a +1 stick to an Avenger Helm) and how you should be conscious about balancing cost and having a working economy... ugh. This is rough even for experienced DMs. I would suggest that you absolutely can just use a random generator for shop items and all that, but if a player wants that Viscous Battleaxe but they have nowhere near enough to afford it, then make it a reward drop as part of a dungeon treasure horde, or as a reward for defeating something. Everything doesn't need to be purchased and (especially in later editions or at higher level play) money is something that is easily removed entirely from a game. If players are finding adequate supplies (food, potions, equipment, etc) then what do they need to purchase?
Even modern games with fully balanced world economy fall into this. Skyrim has an incredible real world based economy buy you can easily just avoid ships and money and not suffer from being unable to progress.
I honestly feel like great advice for new players and DMs alike is to simplify. The less you need to keep track of, the easier time you will have playing and the more time to enjoy the game itself.
I agree with all of this.
I didn’t want to dive too deep into the whole economy of magic item cost in a beginner video and I was more leaning toward the balance of distribution of magic items to each player, making sure everyone gets something, rather than the balance of cost! But good spot! I might need to be more specific!