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Selling items : illogical rule ?
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<blockquote data-quote="Grantor" data-source="post: 4340653" data-attributes="member: 70284"><p><strong>The designer's job</strong></p><p></p><p>In examing rules for magic items, my reverse engineering suggests that these were the goals of the designers:</p><p> </p><ul> <li data-xf-list-type="ul"><strong>Make something easy to run.</strong> [<em>Game is eventually going to be targeted at new players</em>.]</li> <li data-xf-list-type="ul"><strong>Prevent players from selling all of their gear and buying one Über item.</strong> [<em>Über items break the carefully planned mathmatics of the rules.]</em></li> <li data-xf-list-type="ul"><strong>Create a system that allows regular rewards of treasure, without having the players buying full kingdoms at 12th level. </strong>[<em>Logrithmic price charts should be controlled.</em>]</li> <li data-xf-list-type="ul"><strong>Make rules that are fast to adjudicate and fast for the players to follow. </strong>[<em>Sitting and waiting for another player to leaf his way through the item lists is not a good use of playing time for the rest of the party.</em>]</li> <li data-xf-list-type="ul"><strong>Make somthing that DM's can add rules onto, if that is their desire.</strong></li> </ul><p>What they did not seem to be trying to do is the following:</p><p> </p><ul> <li data-xf-list-type="ul"><strong>Make rules that are realistic. </strong>[<em>Powers are not terribly realistic, but are cinematic.</em>]</li> <li data-xf-list-type="ul"><strong>Form an overall economy of item creation, selling and buying that fits into real world goods.</strong> [<em>MMORPGs have been failing at this for more than a decade now; would it really be "fun" to have a crafting game built into a cinematic game?</em>]</li> <li data-xf-list-type="ul"><strong>Create a single value for magic items, making them as liquid as cash.</strong></li> <li data-xf-list-type="ul"><strong>Add rules to the system that are not used in encounter design or every play session </strong>[<em>Combat, skills and updating/equipping your character are all that core rules focus on.</em>]</li> </ul><p>From what I am reading, there are many people on this forum that feel that one or more of these design goals should have been incorporated. Others are arguing that including any of these would have made it impossible to succeed at the top five goals that were achieved by the 20% rule.</p></blockquote><p></p>
[QUOTE="Grantor, post: 4340653, member: 70284"] [b]The designer's job[/b] In examing rules for magic items, my reverse engineering suggests that these were the goals of the designers: [LIST] [*][B]Make something easy to run.[/B] [[I]Game is eventually going to be targeted at new players[/I].] [*][B]Prevent players from selling all of their gear and buying one Über item.[/B] [[I]Über items break the carefully planned mathmatics of the rules.][/I] [*][B]Create a system that allows regular rewards of treasure, without having the players buying full kingdoms at 12th level. [/B][[I]Logrithmic price charts should be controlled.[/I]] [*][B]Make rules that are fast to adjudicate and fast for the players to follow. [/B][[I]Sitting and waiting for another player to leaf his way through the item lists is not a good use of playing time for the rest of the party.[/I]] [*][B]Make somthing that DM's can add rules onto, if that is their desire.[/B] [/LIST]What they did not seem to be trying to do is the following: [LIST] [*][B]Make rules that are realistic. [/B][[I]Powers are not terribly realistic, but are cinematic.[/I]] [*][B]Form an overall economy of item creation, selling and buying that fits into real world goods.[/B] [[I]MMORPGs have been failing at this for more than a decade now; would it really be "fun" to have a crafting game built into a cinematic game?[/I]] [*][B]Create a single value for magic items, making them as liquid as cash.[/B] [*][B]Add rules to the system that are not used in encounter design or every play session [/B][[I]Combat, skills and updating/equipping your character are all that core rules focus on.[/I]] [/LIST]From what I am reading, there are many people on this forum that feel that one or more of these design goals should have been incorporated. Others are arguing that including any of these would have made it impossible to succeed at the top five goals that were achieved by the 20% rule. [/QUOTE]
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