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Excerpt: Economies [merged]
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<blockquote data-quote="Kraydak" data-source="post: 4219386" data-attributes="member: 12306"><p>We used to get monetary rewards from quests. Now, we don't. Note that bargaining with employers is, officially, pointless. Any extra "parcels" you net will be coming out of loot from elsewhere.</p><p></p><p>Given the extreme inefficiency in magic item conversion (3e-> 2 to 1, 4e-> 6 to 1 or 5->1), the parcel system has the potential for disaster. The 3e system was a diagnostic, while the 4e system is (inadequately) prescriptive: it doesn't give you any feedback, and if the called out magic items aren't carefully rotated between characters, someone is going to end up hurting bad.</p><p></p><p>You can complain about the complexity of 3e's system, but it had the massive advantage that it was based around selling/buying magic items rather than finding them. The only variable of significance was the net influx of "value", and everything else was self correcting. In 4e, each item is crucial, and you can't afford to overload any category of items (if the party has 1 light blade user, 2 daggers in the called out magic items will cause problems, heck, 2 daggers over 2 or 3 adventures will cause problems). More, characters who need different numbers of "main" items (dual wielders, implement/weapon characters) will cause problems just by existing.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4219386, member: 12306"] We used to get monetary rewards from quests. Now, we don't. Note that bargaining with employers is, officially, pointless. Any extra "parcels" you net will be coming out of loot from elsewhere. Given the extreme inefficiency in magic item conversion (3e-> 2 to 1, 4e-> 6 to 1 or 5->1), the parcel system has the potential for disaster. The 3e system was a diagnostic, while the 4e system is (inadequately) prescriptive: it doesn't give you any feedback, and if the called out magic items aren't carefully rotated between characters, someone is going to end up hurting bad. You can complain about the complexity of 3e's system, but it had the massive advantage that it was based around selling/buying magic items rather than finding them. The only variable of significance was the net influx of "value", and everything else was self correcting. In 4e, each item is crucial, and you can't afford to overload any category of items (if the party has 1 light blade user, 2 daggers in the called out magic items will cause problems, heck, 2 daggers over 2 or 3 adventures will cause problems). More, characters who need different numbers of "main" items (dual wielders, implement/weapon characters) will cause problems just by existing. [/QUOTE]
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