eamon
Explorer
The new system in three lines:
[sblock=Similar ideas and criticisms]
-------------------------------------------------------------------
...and now for the why's and how's of the above modifications...
Motivation:
I don't like the 4e wealth system much: It presumes that players essentially get items they can really use. But that's problematic:
Problems with RAW:
Aims & Scope of Houserule:
- The DM randomizes (most) loot.
- Items are sold at half price, instead of at 20% of list price.
- All treasure parcels containing magic items are raised by one level.
[sblock=Similar ideas and criticisms]
- CapnZapp suggested simply randomizing loot but handing out 5 times more than normal. This is only just slightly more powerful but more more swingy and doesn't need a sale-price adjustment.
- If you don't like raising items levels by one, I have also figured out an alternative that hands out a few extra parcels instead in this post.
- keterys notes that raising the sale price means that wacky items that might be interesting but not powerful are more likely to be sold, which may be an issue for some. If it is for you, definitely think about something more along the lines of CapnZapp's approach which doesn't modify sale price.
-------------------------------------------------------------------
...and now for the why's and how's of the above modifications...
Motivation:
I don't like the 4e wealth system much: It presumes that players essentially get items they can really use. But that's problematic:
Problems with RAW:
- It's poor for immersion to have wish-lists. These are boring, and remind you of the fact that your character isn't really in the world, he's finding stuff you prepicked-not what matches the story line.
- It's a hassle for DM that now need to keep a close eye on what they're handing out; handing out useless items seriously gimps players.
- On the other hand, full player-conceived item choice can heavily favor finding exceptionally specific (broken) items.
- Item creation rituals are usually pointless.
Aims & Scope of Houserule:
- The wealth system should be more robust in the face of DM laziness, mistakes or simply misunderstanding where a player wants to take a PC: I don't want to have to spend tons of time selecting the right items; if I select nonsense or even occasionally something random, this shouldn't be a major set-back to the party.
- No wish lists should be required or encouraged. Party-tailored items should be rare and used for dramatic effect, not the default. It's always cool to find a great and fitting item, but that should be a real cool find, not the norm (gee, another item that's perfectly tailored to my needs!)
- The system will NOT address the availability of overpowered items. If a 6th level iron armbands is an attractive buy even at 10th level, players will have enough gold to buy this. This fix is about the wealth system, not specific items. On the other hand, since there's no wishlist nor expectation of tailored items, you're no longer in the quandary of either denying a bloodclaw-wielder his weapon of choice or overpowering the PC: you can avoid including it without impacting the wealth system or getting into difficult situatoins. He could buy or forge the item anyhow, but he may get it a bit later (which can be a balancing factor). Really broken items will need to be addressed seperately and not by this fix.
Last edited: