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<blockquote data-quote="Tyler Do'Urden" data-source="post: 7649083" data-attributes="member: 4601"><p>In 4th edition, or to some extent core 3e, this may be true- but in part, that's why I don't play either one (when I do play 3e/pathfinder, it's with a lot of options). But "don't let them 'buy anything magical'" doesn't mean "don't let them buy anything magical", it simply means that they can't page through the DMG and pick everything they want. I always make a selection of magic items that will be available at any given town, from various vendors, and they have to do legwork to find them. When they make characters above 1st level, they get a selection of items they can pick from based on their background, and if they want anything else, they have to have the appropriate item creation feats.</p><p></p><p>I've noticed that players never seem to have any shortage of things to spend their money on in my games, though, even if magic is slightly (but far from totally- I actually like letting players shop for magic items, but using a market/dealer approach lets me put them in a position to consider items that they probably wouldn't otherwise; rather than going for the obvious, they start to think, how could I use this?) curtailed. They spend money on -</p><p></p><p>-houses</p><p>-businesses</p><p>-armies</p><p>-fortresses</p><p>-mounts</p><p>-ships</p><p>-"crazy projects"</p><p>-and anything else you can imagine</p><p></p><p>That, and they also sometimes give up money to their order/liege/guild/master... I record the money given, and find in-game ways to "compensate" them (often by receiving cash-equivalent goods or services). I also tend to re-balance characters that don't have enough equivalent gold-per-level by letting them develop new innate abilities, one-time boons, skill bonuses, bonus feats, etc.</p><p></p><p>The economy can go way beyond magic items, if you let it.</p></blockquote><p></p>
[QUOTE="Tyler Do'Urden, post: 7649083, member: 4601"] In 4th edition, or to some extent core 3e, this may be true- but in part, that's why I don't play either one (when I do play 3e/pathfinder, it's with a lot of options). But "don't let them 'buy anything magical'" doesn't mean "don't let them buy anything magical", it simply means that they can't page through the DMG and pick everything they want. I always make a selection of magic items that will be available at any given town, from various vendors, and they have to do legwork to find them. When they make characters above 1st level, they get a selection of items they can pick from based on their background, and if they want anything else, they have to have the appropriate item creation feats. I've noticed that players never seem to have any shortage of things to spend their money on in my games, though, even if magic is slightly (but far from totally- I actually like letting players shop for magic items, but using a market/dealer approach lets me put them in a position to consider items that they probably wouldn't otherwise; rather than going for the obvious, they start to think, how could I use this?) curtailed. They spend money on - -houses -businesses -armies -fortresses -mounts -ships -"crazy projects" -and anything else you can imagine That, and they also sometimes give up money to their order/liege/guild/master... I record the money given, and find in-game ways to "compensate" them (often by receiving cash-equivalent goods or services). I also tend to re-balance characters that don't have enough equivalent gold-per-level by letting them develop new innate abilities, one-time boons, skill bonuses, bonus feats, etc. The economy can go way beyond magic items, if you let it. [/QUOTE]
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