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Excerpt: Economies [merged]
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<blockquote data-quote="MyISPHatesENWorld" data-source="post: 4226014" data-attributes="member: 65684"><p>Going from +2 Sword to +1 Axe isn't balanced (assuming the other attributes are equal in value). </p><p></p><p>"The game assumes that the “plus” of each of these three items follows the normal enhancement curve of items in the game: +1 from 1st to 5th level, +2 from 6th to 10th, and on up to +6 from 26th to 30th."</p><p></p><p>So if at 6th level a player needs to trade the level +2 frost sword (say a level 10 item) he found for a +1 flaming axe (say a level 5 item), and flaming and frost are of equal value, he's screwed...for five levels. If, in the process of placing items, you're putting a weapon in the game for a player that he won't like (and in some cases, one that can't be used with his powers), so he can be punished for trying to get one that he does like (or can be used with his powers) that has nothing to do with realism or balance, it is just petty meanness and some dominance issues.</p><p></p><p>Magic items are supposed to be a reward, if players are selling magic items, particularly big 3 items, because the DM is never giving them things they like, then the DM isn't giving them a reward. That doesn't stop you from throwing in an occasional item you know nobody will want to mix up the you get x items you can use and some gold and a potion monotony, but that item is just gold or a minor magic item that hasn't been transformed yet.</p><p></p><p>What the system can do, for a well-intentioned DM, is ensure that a player who is particularly good at wrangling items (and every party has one) doesn't get the +4 level or +3 level item all the time and convert it into something he can use and end up with all great items while someone else gets the shaft. There is no, "Well you're the cleric so we'll sell your level +4 weapon and get the fighter level +4 armor this level to go with the level +4 weapon he got last level."</p><p></p><p>But, in the hands of a DM that wants to item railroad a player into playing a certain class the 'right' way, the system gives the player no chance to recover (e.g. a cleric that likes to whack things with their halberd never finding any nice halberds but getting heal/buff items all the time as his above character level items). </p><p></p><p>Hopefully, the magic item or rewards section will make it clear that magic items are a reward and that the DM should try to give players things that they'll like.</p></blockquote><p></p>
[QUOTE="MyISPHatesENWorld, post: 4226014, member: 65684"] Going from +2 Sword to +1 Axe isn't balanced (assuming the other attributes are equal in value). "The game assumes that the “plus” of each of these three items follows the normal enhancement curve of items in the game: +1 from 1st to 5th level, +2 from 6th to 10th, and on up to +6 from 26th to 30th." So if at 6th level a player needs to trade the level +2 frost sword (say a level 10 item) he found for a +1 flaming axe (say a level 5 item), and flaming and frost are of equal value, he's screwed...for five levels. If, in the process of placing items, you're putting a weapon in the game for a player that he won't like (and in some cases, one that can't be used with his powers), so he can be punished for trying to get one that he does like (or can be used with his powers) that has nothing to do with realism or balance, it is just petty meanness and some dominance issues. Magic items are supposed to be a reward, if players are selling magic items, particularly big 3 items, because the DM is never giving them things they like, then the DM isn't giving them a reward. That doesn't stop you from throwing in an occasional item you know nobody will want to mix up the you get x items you can use and some gold and a potion monotony, but that item is just gold or a minor magic item that hasn't been transformed yet. What the system can do, for a well-intentioned DM, is ensure that a player who is particularly good at wrangling items (and every party has one) doesn't get the +4 level or +3 level item all the time and convert it into something he can use and end up with all great items while someone else gets the shaft. There is no, "Well you're the cleric so we'll sell your level +4 weapon and get the fighter level +4 armor this level to go with the level +4 weapon he got last level." But, in the hands of a DM that wants to item railroad a player into playing a certain class the 'right' way, the system gives the player no chance to recover (e.g. a cleric that likes to whack things with their halberd never finding any nice halberds but getting heal/buff items all the time as his above character level items). Hopefully, the magic item or rewards section will make it clear that magic items are a reward and that the DM should try to give players things that they'll like. [/QUOTE]
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