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<blockquote data-quote="KarinsDad" data-source="post: 5404501" data-attributes="member: 2011"><p>Any statement that real world economics has anything to do with WotC D&D non-existent economics is way off base. You're playing in a game system where a 10% increase in damage results in 5x the cost.</p><p></p><p>Where one draws the line between common and uncommon should be subject to gaming style, preference, and campaign. Where WotC drew the line is all mechanical, extremely narrow, and introduces the untenable issue of too few common items per level. It was totally based off one specific set of narrow game mechanics for an idea that should be based off of overall campaign magic item power and utility.</p><p></p><p>300 common items (10 per level) out of 8900 items just doesn't cut it.</p><p></p><p>When your players can only make +1 Rubidium Armor, guess what? They will not be crafting any items. It drops an entire element that some players find enjoyable out of the game system.</p><p></p><p>Players who enjoy crafting items don't want to craft +1 Rubidium Armor. They want to shine. They want to craft the +1 Armor of Stinging Nettles, +1 Armor of Badgers, or +1 Windsurfing Armor. But the current guidelines suggest that these are uncommon items that the DM should be handing out, or that the players should have to go on a quest to craft. My players who are not powergamers would look at that and say "pass". They would want to go on more exciting quests than ones to figure out how to craft one specific item.</p><p></p><p>Hence, the reason I came up with a house rule that upped the number of choices from 3% of items to 22% of items. That gives the players who enjoy crafting items a much greater pool to choose from.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5404501, member: 2011"] Any statement that real world economics has anything to do with WotC D&D non-existent economics is way off base. You're playing in a game system where a 10% increase in damage results in 5x the cost. Where one draws the line between common and uncommon should be subject to gaming style, preference, and campaign. Where WotC drew the line is all mechanical, extremely narrow, and introduces the untenable issue of too few common items per level. It was totally based off one specific set of narrow game mechanics for an idea that should be based off of overall campaign magic item power and utility. 300 common items (10 per level) out of 8900 items just doesn't cut it. When your players can only make +1 Rubidium Armor, guess what? They will not be crafting any items. It drops an entire element that some players find enjoyable out of the game system. Players who enjoy crafting items don't want to craft +1 Rubidium Armor. They want to shine. They want to craft the +1 Armor of Stinging Nettles, +1 Armor of Badgers, or +1 Windsurfing Armor. But the current guidelines suggest that these are uncommon items that the DM should be handing out, or that the players should have to go on a quest to craft. My players who are not powergamers would look at that and say "pass". They would want to go on more exciting quests than ones to figure out how to craft one specific item. Hence, the reason I came up with a house rule that upped the number of choices from 3% of items to 22% of items. That gives the players who enjoy crafting items a much greater pool to choose from. [/QUOTE]
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