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D&D and the magic economy
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<blockquote data-quote="Grabuto138" data-source="post: 5388961" data-attributes="member: 61053"><p>I think it is important to emphasize this concept in the context of the OP's concerns. On one level treasure acts as a secondary pool of experience points in so far as the party pretty requires a baseline of gear (especially weapon, armor and neck slot) in order to function using standard encounters. (Assuming you are not using inherent bonuses and what not.)</p><p> </p><p>But the DM always controls the details of how treasure is acquired and sold. If it works for the party the details can be glossed over and the party can just erase the treasure and add on the gold. Or it can be roleplayed, or converted to residium or whatever. </p><p> </p><p>If the economics are important to you as a DM then there are a variety of ways to deal with it:</p><p>1. Use inherent bonuses</p><p>2. Don't allow magic to be bought or sold. They must convert, create and find all magic items.</p><p>3. Buying and selling magic items are a skill challenge at least, and adventure at best. The treasure parcel(s) the party would receive for overcoming the challenge/adventure are reflected in the final profit. This also overcomes the common complaint the resale value is too low.</p><p>4. Focus on the art rather the science of DMing and play it by ear. In a big town and don't want to deal with it? Let them sell it. Gave them an item that is disrupting balance? Have someone steal it. Hold back giving that Warlord his magic greatspear for a few levels until the player starts to get really annoyed at being behind the curve. Then throw in a killer custom-made spear that makes everyone jealous. Then a few level's later he finds out it is cursed and he is growing profuse body hair (acts as hide armor but with no armor check penalty).</p></blockquote><p></p>
[QUOTE="Grabuto138, post: 5388961, member: 61053"] I think it is important to emphasize this concept in the context of the OP's concerns. On one level treasure acts as a secondary pool of experience points in so far as the party pretty requires a baseline of gear (especially weapon, armor and neck slot) in order to function using standard encounters. (Assuming you are not using inherent bonuses and what not.) But the DM always controls the details of how treasure is acquired and sold. If it works for the party the details can be glossed over and the party can just erase the treasure and add on the gold. Or it can be roleplayed, or converted to residium or whatever. If the economics are important to you as a DM then there are a variety of ways to deal with it: 1. Use inherent bonuses 2. Don't allow magic to be bought or sold. They must convert, create and find all magic items. 3. Buying and selling magic items are a skill challenge at least, and adventure at best. The treasure parcel(s) the party would receive for overcoming the challenge/adventure are reflected in the final profit. This also overcomes the common complaint the resale value is too low. 4. Focus on the art rather the science of DMing and play it by ear. In a big town and don't want to deal with it? Let them sell it. Gave them an item that is disrupting balance? Have someone steal it. Hold back giving that Warlord his magic greatspear for a few levels until the player starts to get really annoyed at being behind the curve. Then throw in a killer custom-made spear that makes everyone jealous. Then a few level's later he finds out it is cursed and he is growing profuse body hair (acts as hide armor but with no armor check penalty). [/QUOTE]
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