Recently I quietly got rid of most $1 per energy items in my GURPS Dungeon Fantasy game in favor of $20/energy and $33/energy costs.
I kept the requirement that magical weapons and armor have cost-positive prefixes to hold a magical charge.
This suddenly means that:
Fortify +1 is $1,000 for a full suit.
Lighten 25% is $2,000 for a full suit.
Cornucopia Quivers are $2,010, not $110.
I didn't change the prices of projectiles, though - they're still as cheap as can be - but they're largely one-shot items
Secondly, I've downrated the availability of most magic items for purchase. This is besides the changes such as getting rid of the Power enchantment and making more things Always On. What this means is that it's harder to special order magic items, there isn't an expectation that something will be enchanted in town automatically, and that magic items are more of a found rarity than a purchased one.
The basic stuff in Adventurers will largely be available. I don't mind if people want to spend $10K getting +2 Deflect on a shield or $5,000 getting +1 Puissance on a sword. That's fine. The time requirement will still apply - so you can't just get your axe or mace enchanted quickly between delves - but it can be done.
For a few reasons. This has long been on my list of things I'd have done differently. Why the change, though?
Because I'd really prefer magic items be found in the dungeon, not purchased cheaply in town. I'd like mundane equipment to actually be useful and sensible purchases. $150 for +1 DR and -25% to weight when a suit of fine armor costs 10x as much as a normal suit means that quality mundane is more expensive than more useful and more effective magic.
It doesn't hurt that the day rate for a bargain henchmen is $30 a day and weekly upkeep is $150. At that pay rate, even they should have magical armor. People don't keep a lot of money on hand because they blow it all on magical gear and then can't afford hirelings. Raising the price won't suddenly put more money in their hands, but making magic a non-trivial cost means you can either get a minor magical boost (Woohoo, +1 DR!) or get a lot of hired help and value in town (Woohoo, +1 DR forever or a henchman for many delves or my weekly upkeep for six weeks?) instead.
I didn't ask my players, I just went ahead and did this. I'd been increasing these costs as new items came up for purchase requests, so I just finished the job. I grandfathered in someone who'd asked months back about one item but otherwise, applied these right away.
My hope is that if the money starts flowing from the depths, and magic items aren't a trivial purchase, one of two things will happen:
- PCs who emphasize maximizing their personal delving power will have to make fewer, better choices over gear.
- PCs who balk at the prices will have effectively more cash to spend on normal equipment, expenses, research, hirelings, carousing, etc. and for reserves in case of disaster. "Effectively" because the amount of money will be the same but the tradeoff will be more even - see my Fortify vs. hirelings and gear and upkeep comparison above.
All this will take is more and deeper delving, of course.