Excerpt: Economies [merged]

AZRogue

First Post
To maximize the monster and quest rewards I can already see my players asking various people around town if they need a Twisted Tiger Talon, or a Buzzard Gizzard ... from the tigers and buzzards that lurk right outside the gates.

Luckily, the buzzards and tigers are worth such a small amount of XP that they will have to kill a lot of them before I cross off enough Buzzard Gizzards and Twisted Tiger Talons from my treasure list. They'll just have to grind it out. ;)
 
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keterys

First Post
This _actually_ looks good for a possible price chart!

Level GP
1 360
2 520
3 680
4 840
5 1000
6 1800
7 2600
8 3400
9 4200
10 5000
11 9000
12 13000
13 17000
14 21000
15 25000
16 45000
17 65000
18 85000
19 105000
20 125000
21 225000
22 325000
23 425000
24 525000
25 625000
26 1125000
27 1625000
28 2125000
29 2625000
30 3125000
 
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Mort_Q

First Post
FadedC said:
Well they said that the material component cost was enough to make the disenchant ritual inefficient, and that removing ti would completely change the balance of the economy towards making magic items.

That also leaves room for the Artificer as a class... this may get interesting.
 

dystmesis

First Post
You get 140 magic items over the course of 30 levels. Divided by five, each player gets 24.

So it appears that you get one level 2 item, two level 3 items, three level 4 items, then 4 items of each level until you reach the end, where you get three level 32 items, two level 33 items, and one level 34 items.

I don't know if there are level 31-34 items, though. If there aren't, then I imagine you get eight level 27 items, seven level 28 items, six level 29 items, and five level 30 items.

Or possibly forteen level 30 items.
 
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Stalker0 said:
I think the 1/5 Gold rate for magic items works well in their default "points of light" setting.

In such a setting, trade is very dangerous because of the constants dangers away from civilization. But that trade is very lucrative, considering I'm basically getting 5 times my investment when I sell a magic item. In a way, it turns traveling merchants into their own kind of adventurers. Instead of killing monsters, they brave the road of commerce.
Well if a merchant can't hire adventurers for protection, they should hire the next best thing. Monsters.
 

Sojorn

First Post
Much to my surprise, Wizards choose option three of my predictions. (Short and boring, long and boring or new twist that's interesting).

I would say they cheated by including rewards under "economy" but I suppose rewards ARE the economy of D&D. :)
 


Gloombunny

First Post
How come no one made these WoW complaints when Eberron came out and the artificer class had rules for breaking down a magic item and making new items out of the magic you salvage from it? Oh yeah, because that was before WoW launched...

*headdesk*
 


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