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Is there a place to find the pricing for things not mentioned in the PHB? (non-magical)
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Is there a place to find the pricing for things not mentioned in the PHB? (non-magical)
Are there Race/Alignment restrictions for classes in the PHB?Where can I find information on all the familiars, including those not statted out in the PHB?Are there non-magical utility arrows?What makes a weapon magical, for the purpose of immunity to non-magical weapons?How does the keep mentioned in the Throne card from the Deck of Many Things work?Are there any official class options in 5e not mentioned in the PHB, and if so, where can I find them?Should I give the party a treasure that is not mentioned anywhere in the adventure content?Pricing a homebrew magical item allowing the use of a random spellHow long can someone survive in the extradimensional sphere mentioned in the Donjon card from the Deck of Many Things?Where are temporary hit points mentioned in the PHB?
$begingroup$
Though I know that with how vast imagination can take this question, the most common answer would be "ask the DM", though I am looking for common items that should be listed somewhere...
Specifically, I am searching for the price of tripwire and wood. Though these two items are mentioned a lot in XGE and the PHB, there's no mention of their cost as raw materials.
Tripwire is one of the most common ingredients I can find in trap making, yet the closest comparison is a 50-foot rope which has enough tensile strength to suggest that it's made of multiple tripwires woven together. As for traps, the only one mentioned is the Hunter's Trap, which is described as a bear trap.
Wood is missing among the trade goods list, although metals, many plants, spices, and livestock are all mentioned, making the evaluation of how much wood is needed to create anything hard to calculate.
In my search for these prices, I will admit that I have convinced myself that I must be missing a book that elaborates on such mundane item prices to help DMs out to avoid player complaints and inconsistencies. Thus, I thought that asking for this resource might be more beneficial in the long run.
dnd-5e pricing economy
$endgroup$
add a comment |
$begingroup$
Though I know that with how vast imagination can take this question, the most common answer would be "ask the DM", though I am looking for common items that should be listed somewhere...
Specifically, I am searching for the price of tripwire and wood. Though these two items are mentioned a lot in XGE and the PHB, there's no mention of their cost as raw materials.
Tripwire is one of the most common ingredients I can find in trap making, yet the closest comparison is a 50-foot rope which has enough tensile strength to suggest that it's made of multiple tripwires woven together. As for traps, the only one mentioned is the Hunter's Trap, which is described as a bear trap.
Wood is missing among the trade goods list, although metals, many plants, spices, and livestock are all mentioned, making the evaluation of how much wood is needed to create anything hard to calculate.
In my search for these prices, I will admit that I have convinced myself that I must be missing a book that elaborates on such mundane item prices to help DMs out to avoid player complaints and inconsistencies. Thus, I thought that asking for this resource might be more beneficial in the long run.
dnd-5e pricing economy
$endgroup$
add a comment |
$begingroup$
Though I know that with how vast imagination can take this question, the most common answer would be "ask the DM", though I am looking for common items that should be listed somewhere...
Specifically, I am searching for the price of tripwire and wood. Though these two items are mentioned a lot in XGE and the PHB, there's no mention of their cost as raw materials.
Tripwire is one of the most common ingredients I can find in trap making, yet the closest comparison is a 50-foot rope which has enough tensile strength to suggest that it's made of multiple tripwires woven together. As for traps, the only one mentioned is the Hunter's Trap, which is described as a bear trap.
Wood is missing among the trade goods list, although metals, many plants, spices, and livestock are all mentioned, making the evaluation of how much wood is needed to create anything hard to calculate.
In my search for these prices, I will admit that I have convinced myself that I must be missing a book that elaborates on such mundane item prices to help DMs out to avoid player complaints and inconsistencies. Thus, I thought that asking for this resource might be more beneficial in the long run.
dnd-5e pricing economy
$endgroup$
Though I know that with how vast imagination can take this question, the most common answer would be "ask the DM", though I am looking for common items that should be listed somewhere...
Specifically, I am searching for the price of tripwire and wood. Though these two items are mentioned a lot in XGE and the PHB, there's no mention of their cost as raw materials.
Tripwire is one of the most common ingredients I can find in trap making, yet the closest comparison is a 50-foot rope which has enough tensile strength to suggest that it's made of multiple tripwires woven together. As for traps, the only one mentioned is the Hunter's Trap, which is described as a bear trap.
Wood is missing among the trade goods list, although metals, many plants, spices, and livestock are all mentioned, making the evaluation of how much wood is needed to create anything hard to calculate.
In my search for these prices, I will admit that I have convinced myself that I must be missing a book that elaborates on such mundane item prices to help DMs out to avoid player complaints and inconsistencies. Thus, I thought that asking for this resource might be more beneficial in the long run.
dnd-5e pricing economy
dnd-5e pricing economy
asked 2 hours ago
Victor BVictor B
896219
896219
add a comment |
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1 Answer
1
active
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$begingroup$
You are not missing anything.
From the intro to the Player's Handbook chapter on Equipment:
This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Now, I'm not saying that the things you mention aren't useful to adventurers, but the focus here is really on stuff that might fill out a starting character's backpack. It's definitely not the basis for an economy. Likewise, there's some stuff in the DMG about reoccurring expenses and business costs, but that is all in the context of "What are the adventurers doing offscreen between adventures?", not world-building or economy. The only other major part of the core rules that talks about money at all is the section on treasure and magic items — player rewards, not raw material costs.
For better or for worse, while the game talks about different pillars of gameplay, the rules focus is primarily on combat, with exploration second. Things like "simulation of the world" are basically left up to the DM to come up with ad hoc.
If you're interested in something more, you'll need to look to third-party sources.
Personally, I've found A Magical Medieval Society: Western Europe to be a great help in thinking about economies and populations — and it has a chapter called "Economic Simulator" which can either be used as a basic price guide or can be used to drive a more complicated game-world economy. The book was written in the days of 3E, but the vast majority of it is generic and the rest flexible enough. Particularly, the economy chapter isn't really edition-specific (although some of the prices for things like armor which are in the 5E PHP might need adjusting — although if you're going for a complex economy it's your call whether to house rule the PHB prices or change the table). Don't buy it just for the table, though — that's also focused more on things like weapons, gems, and spell components and doesn't list tripwire or lumber. It's more the general concept of how to fit this kind of purchasing into your game world that it's good for. There are probably other third-party books that provide lists of mundane item prices, but I don't have any experience with them personally.
$endgroup$
$begingroup$
Thank you. I was losing my mind in searching... Now if I could just figure out how a belt pouch costs 1 gold when a regular pouch cost 1 silver, I could relax ;)
$endgroup$
– Victor B
1 hour ago
$begingroup$
@VictorB Probably the monogram? Yeah, I could also mention that the prices in the PHB appear to be pulled from a hat.
$endgroup$
– mattdm
1 hour ago
add a comment |
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1 Answer
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1 Answer
1
active
oldest
votes
active
oldest
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active
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votes
$begingroup$
You are not missing anything.
From the intro to the Player's Handbook chapter on Equipment:
This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Now, I'm not saying that the things you mention aren't useful to adventurers, but the focus here is really on stuff that might fill out a starting character's backpack. It's definitely not the basis for an economy. Likewise, there's some stuff in the DMG about reoccurring expenses and business costs, but that is all in the context of "What are the adventurers doing offscreen between adventures?", not world-building or economy. The only other major part of the core rules that talks about money at all is the section on treasure and magic items — player rewards, not raw material costs.
For better or for worse, while the game talks about different pillars of gameplay, the rules focus is primarily on combat, with exploration second. Things like "simulation of the world" are basically left up to the DM to come up with ad hoc.
If you're interested in something more, you'll need to look to third-party sources.
Personally, I've found A Magical Medieval Society: Western Europe to be a great help in thinking about economies and populations — and it has a chapter called "Economic Simulator" which can either be used as a basic price guide or can be used to drive a more complicated game-world economy. The book was written in the days of 3E, but the vast majority of it is generic and the rest flexible enough. Particularly, the economy chapter isn't really edition-specific (although some of the prices for things like armor which are in the 5E PHP might need adjusting — although if you're going for a complex economy it's your call whether to house rule the PHB prices or change the table). Don't buy it just for the table, though — that's also focused more on things like weapons, gems, and spell components and doesn't list tripwire or lumber. It's more the general concept of how to fit this kind of purchasing into your game world that it's good for. There are probably other third-party books that provide lists of mundane item prices, but I don't have any experience with them personally.
$endgroup$
$begingroup$
Thank you. I was losing my mind in searching... Now if I could just figure out how a belt pouch costs 1 gold when a regular pouch cost 1 silver, I could relax ;)
$endgroup$
– Victor B
1 hour ago
$begingroup$
@VictorB Probably the monogram? Yeah, I could also mention that the prices in the PHB appear to be pulled from a hat.
$endgroup$
– mattdm
1 hour ago
add a comment |
$begingroup$
You are not missing anything.
From the intro to the Player's Handbook chapter on Equipment:
This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Now, I'm not saying that the things you mention aren't useful to adventurers, but the focus here is really on stuff that might fill out a starting character's backpack. It's definitely not the basis for an economy. Likewise, there's some stuff in the DMG about reoccurring expenses and business costs, but that is all in the context of "What are the adventurers doing offscreen between adventures?", not world-building or economy. The only other major part of the core rules that talks about money at all is the section on treasure and magic items — player rewards, not raw material costs.
For better or for worse, while the game talks about different pillars of gameplay, the rules focus is primarily on combat, with exploration second. Things like "simulation of the world" are basically left up to the DM to come up with ad hoc.
If you're interested in something more, you'll need to look to third-party sources.
Personally, I've found A Magical Medieval Society: Western Europe to be a great help in thinking about economies and populations — and it has a chapter called "Economic Simulator" which can either be used as a basic price guide or can be used to drive a more complicated game-world economy. The book was written in the days of 3E, but the vast majority of it is generic and the rest flexible enough. Particularly, the economy chapter isn't really edition-specific (although some of the prices for things like armor which are in the 5E PHP might need adjusting — although if you're going for a complex economy it's your call whether to house rule the PHB prices or change the table). Don't buy it just for the table, though — that's also focused more on things like weapons, gems, and spell components and doesn't list tripwire or lumber. It's more the general concept of how to fit this kind of purchasing into your game world that it's good for. There are probably other third-party books that provide lists of mundane item prices, but I don't have any experience with them personally.
$endgroup$
$begingroup$
Thank you. I was losing my mind in searching... Now if I could just figure out how a belt pouch costs 1 gold when a regular pouch cost 1 silver, I could relax ;)
$endgroup$
– Victor B
1 hour ago
$begingroup$
@VictorB Probably the monogram? Yeah, I could also mention that the prices in the PHB appear to be pulled from a hat.
$endgroup$
– mattdm
1 hour ago
add a comment |
$begingroup$
You are not missing anything.
From the intro to the Player's Handbook chapter on Equipment:
This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Now, I'm not saying that the things you mention aren't useful to adventurers, but the focus here is really on stuff that might fill out a starting character's backpack. It's definitely not the basis for an economy. Likewise, there's some stuff in the DMG about reoccurring expenses and business costs, but that is all in the context of "What are the adventurers doing offscreen between adventures?", not world-building or economy. The only other major part of the core rules that talks about money at all is the section on treasure and magic items — player rewards, not raw material costs.
For better or for worse, while the game talks about different pillars of gameplay, the rules focus is primarily on combat, with exploration second. Things like "simulation of the world" are basically left up to the DM to come up with ad hoc.
If you're interested in something more, you'll need to look to third-party sources.
Personally, I've found A Magical Medieval Society: Western Europe to be a great help in thinking about economies and populations — and it has a chapter called "Economic Simulator" which can either be used as a basic price guide or can be used to drive a more complicated game-world economy. The book was written in the days of 3E, but the vast majority of it is generic and the rest flexible enough. Particularly, the economy chapter isn't really edition-specific (although some of the prices for things like armor which are in the 5E PHP might need adjusting — although if you're going for a complex economy it's your call whether to house rule the PHB prices or change the table). Don't buy it just for the table, though — that's also focused more on things like weapons, gems, and spell components and doesn't list tripwire or lumber. It's more the general concept of how to fit this kind of purchasing into your game world that it's good for. There are probably other third-party books that provide lists of mundane item prices, but I don't have any experience with them personally.
$endgroup$
You are not missing anything.
From the intro to the Player's Handbook chapter on Equipment:
This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Now, I'm not saying that the things you mention aren't useful to adventurers, but the focus here is really on stuff that might fill out a starting character's backpack. It's definitely not the basis for an economy. Likewise, there's some stuff in the DMG about reoccurring expenses and business costs, but that is all in the context of "What are the adventurers doing offscreen between adventures?", not world-building or economy. The only other major part of the core rules that talks about money at all is the section on treasure and magic items — player rewards, not raw material costs.
For better or for worse, while the game talks about different pillars of gameplay, the rules focus is primarily on combat, with exploration second. Things like "simulation of the world" are basically left up to the DM to come up with ad hoc.
If you're interested in something more, you'll need to look to third-party sources.
Personally, I've found A Magical Medieval Society: Western Europe to be a great help in thinking about economies and populations — and it has a chapter called "Economic Simulator" which can either be used as a basic price guide or can be used to drive a more complicated game-world economy. The book was written in the days of 3E, but the vast majority of it is generic and the rest flexible enough. Particularly, the economy chapter isn't really edition-specific (although some of the prices for things like armor which are in the 5E PHP might need adjusting — although if you're going for a complex economy it's your call whether to house rule the PHB prices or change the table). Don't buy it just for the table, though — that's also focused more on things like weapons, gems, and spell components and doesn't list tripwire or lumber. It's more the general concept of how to fit this kind of purchasing into your game world that it's good for. There are probably other third-party books that provide lists of mundane item prices, but I don't have any experience with them personally.
edited 1 hour ago
answered 1 hour ago
mattdmmattdm
16.5k877122
16.5k877122
$begingroup$
Thank you. I was losing my mind in searching... Now if I could just figure out how a belt pouch costs 1 gold when a regular pouch cost 1 silver, I could relax ;)
$endgroup$
– Victor B
1 hour ago
$begingroup$
@VictorB Probably the monogram? Yeah, I could also mention that the prices in the PHB appear to be pulled from a hat.
$endgroup$
– mattdm
1 hour ago
add a comment |
$begingroup$
Thank you. I was losing my mind in searching... Now if I could just figure out how a belt pouch costs 1 gold when a regular pouch cost 1 silver, I could relax ;)
$endgroup$
– Victor B
1 hour ago
$begingroup$
@VictorB Probably the monogram? Yeah, I could also mention that the prices in the PHB appear to be pulled from a hat.
$endgroup$
– mattdm
1 hour ago
$begingroup$
Thank you. I was losing my mind in searching... Now if I could just figure out how a belt pouch costs 1 gold when a regular pouch cost 1 silver, I could relax ;)
$endgroup$
– Victor B
1 hour ago
$begingroup$
Thank you. I was losing my mind in searching... Now if I could just figure out how a belt pouch costs 1 gold when a regular pouch cost 1 silver, I could relax ;)
$endgroup$
– Victor B
1 hour ago
$begingroup$
@VictorB Probably the monogram? Yeah, I could also mention that the prices in the PHB appear to be pulled from a hat.
$endgroup$
– mattdm
1 hour ago
$begingroup$
@VictorB Probably the monogram? Yeah, I could also mention that the prices in the PHB appear to be pulled from a hat.
$endgroup$
– mattdm
1 hour ago
add a comment |
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