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Making money matter (forked from Abstracting Wealth)
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<blockquote data-quote="Grydan" data-source="post: 5684380" data-attributes="member: 79401"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=29358" target="_blank">Crazy</a></u> Jerome - The approach I was planning to take in the campaign is that magic items are quite rare. As you say, you <em>could</em> sell them, but good luck finding someone who is able and willing to pay what they're worth.</p><p></p><p> @<u><a href="http://www.enworld.org/forum/member.php?u=22424" target="_blank">delericho</a></u> - Yes, my plan is to more frugal with treasure rewards. Or at the very least make it so that while it's possible to get massive rewards, one can only do it at massive risk. Sure, a dragon's hoard has enough treasure that the whole party could live in luxury off of it, but you have to get past the dragon to get it. If the only dragons around (or the only ones with hoards worth taking) are say, 8 levels higher than you, a wise adventurer is going to save that for later. Either that, or try and come up with the best plan ever...</p><p></p><p>Consumable and perishable items are pretty much guaranteed. Encumbrance will definitely be enforced (which is another obstacle to taking that dragon hoard). Domain management is a possibility as well, though like taking a dragon's treasure, carving out a kingdom is a long term goal, not the starting place.</p><p></p><p> @<u><a href="http://www.enworld.org/forum/member.php?u=463" target="_blank">S'mon</a></u> - Yeah, 30 gp/month isn't bad for middle class, if you have a home you've already paid for, and aren't buying all your meals at the inn. However, to a foreign adventurer just arrived in town, it's barely covering expenses. 3 gp disposable income at the end of the month, assuming you can get by on only one meal a day (which of course, by the rules, you can). Of course, a party of five is likely going to pool some of their resources, doubling up in rooms, splitting that pitcher of ale, etc. However, that sort of thing is exactly what I'm hoping to achieve: players changing their actions based on considerations of cost.</p><p></p><p>Of course, we could also just slash the earnings. 1 gp/day might be enough to get by on, but what happens when you're only getting 5 sp?</p><p></p><p> @<u><a href="http://www.enworld.org/forum/member.php?u=53036" target="_blank">Neubert</a></u> - Yes, though I should mention that the campaign I'm planning isn't likely to make rituals widely available. It's a fairly low-magic setting I'm planning on. If there's any rituals I decide the players should have frequent access to, I'll probably have to adjust the costs on them.</p><p></p><p> @<u><a href="http://www.enworld.org/forum/member.php?u=82106" target="_blank">AbdulAlhazred</a></u> - There are actually two feats from the <em>Eberron Player's Guide</em>, and one feat from <em>Dragon 385</em> that allow you to enchant items higher than your level. Any players in a campaign that can access one of those AND have signficantly higher wealth than the game assumes are going to be able to get ahead of the curve pretty easily.</p><p></p><p>Also note that the restriction to creating Common items isn't actually a rule, or at least not one that I can find. <strong>Enchant Magic Item</strong> has received one update since item rarity was introduced, and it wasn't to restrict players to enchanting common items. It merely added the ability to upgrade magic items to the version of them that is 5 levels higher. It's the only line that mentions item rarity at all, and it says it can be performed on common, uncommon, and rare items.</p><p></p><p>As this is going to be a campaign where magic items aren't regularly bought and sold, and the players won't have access to the Enchant Magic Item ritual, it's not a direct concern for me, though other DMs planning on altering their economies should be aware.</p><p></p><p>And giving out <strong>more</strong> money would be directly counter-productive to what I'm trying to accomplish. I want money to be a motivator, something that you take risks to gain and worry about running out of.</p><p></p><p>Will it be possible for the players to become wealthy enough that, once again, coppers and silvers become irrelevant? Certainly. But with the scaling treasure economy gone, it's not an inevitability, but rather the result of in game decisions.</p></blockquote><p></p>
[QUOTE="Grydan, post: 5684380, member: 79401"] @[U][URL="http://www.enworld.org/forum/member.php?u=29358"]Crazy[/URL][/U] Jerome - The approach I was planning to take in the campaign is that magic items are quite rare. As you say, you [I]could[/I] sell them, but good luck finding someone who is able and willing to pay what they're worth. @[U][URL="http://www.enworld.org/forum/member.php?u=22424"]delericho[/URL][/U] - Yes, my plan is to more frugal with treasure rewards. Or at the very least make it so that while it's possible to get massive rewards, one can only do it at massive risk. Sure, a dragon's hoard has enough treasure that the whole party could live in luxury off of it, but you have to get past the dragon to get it. If the only dragons around (or the only ones with hoards worth taking) are say, 8 levels higher than you, a wise adventurer is going to save that for later. Either that, or try and come up with the best plan ever... Consumable and perishable items are pretty much guaranteed. Encumbrance will definitely be enforced (which is another obstacle to taking that dragon hoard). Domain management is a possibility as well, though like taking a dragon's treasure, carving out a kingdom is a long term goal, not the starting place. @[U][URL="http://www.enworld.org/forum/member.php?u=463"]S'mon[/URL][/U] - Yeah, 30 gp/month isn't bad for middle class, if you have a home you've already paid for, and aren't buying all your meals at the inn. However, to a foreign adventurer just arrived in town, it's barely covering expenses. 3 gp disposable income at the end of the month, assuming you can get by on only one meal a day (which of course, by the rules, you can). Of course, a party of five is likely going to pool some of their resources, doubling up in rooms, splitting that pitcher of ale, etc. However, that sort of thing is exactly what I'm hoping to achieve: players changing their actions based on considerations of cost. Of course, we could also just slash the earnings. 1 gp/day might be enough to get by on, but what happens when you're only getting 5 sp? @[U][URL="http://www.enworld.org/forum/member.php?u=53036"]Neubert[/URL][/U] - Yes, though I should mention that the campaign I'm planning isn't likely to make rituals widely available. It's a fairly low-magic setting I'm planning on. If there's any rituals I decide the players should have frequent access to, I'll probably have to adjust the costs on them. @[U][URL="http://www.enworld.org/forum/member.php?u=82106"]AbdulAlhazred[/URL][/U] - There are actually two feats from the [I]Eberron Player's Guide[/I], and one feat from [I]Dragon 385[/I] that allow you to enchant items higher than your level. Any players in a campaign that can access one of those AND have signficantly higher wealth than the game assumes are going to be able to get ahead of the curve pretty easily. Also note that the restriction to creating Common items isn't actually a rule, or at least not one that I can find. [B]Enchant Magic Item[/B] has received one update since item rarity was introduced, and it wasn't to restrict players to enchanting common items. It merely added the ability to upgrade magic items to the version of them that is 5 levels higher. It's the only line that mentions item rarity at all, and it says it can be performed on common, uncommon, and rare items. As this is going to be a campaign where magic items aren't regularly bought and sold, and the players won't have access to the Enchant Magic Item ritual, it's not a direct concern for me, though other DMs planning on altering their economies should be aware. And giving out [B]more[/B] money would be directly counter-productive to what I'm trying to accomplish. I want money to be a motivator, something that you take risks to gain and worry about running out of. Will it be possible for the players to become wealthy enough that, once again, coppers and silvers become irrelevant? Certainly. But with the scaling treasure economy gone, it's not an inevitability, but rather the result of in game decisions. [/QUOTE]
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