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<blockquote data-quote="AbdulAlhazred" data-source="post: 5273813" data-attributes="member: 82106"><p>How do they 'exploit' it? All parcels really do is give you an 'envelope' within which overall treasure distribution should ideally fall. The specific parcels are really unimportant, though they are handy in a situation where you happen to be winging it. It's the general idea that X amount of treasure is designed to be appropriate to keeping the power level within the designed PC power curve.</p><p></p><p>Of course I don't see any reason why a random treasure table can't work within that concept, except that unusable treasures are relatively worthless. If you are going to use random treasure then you need to also ditch the 20% rule. I don't think the 20% rule is so important to the general concept that you HAVE to use it to make the general concept work though. The DM may however need another way to discourage unseemly looting behavior (or just accept it and play in a more 'AD&Desque' style).</p><p></p><p>It is kind of hard to judge what item rarity really means without more information. If Enchant Item can only make common items though then there STILL needs to be some mechanism for making the uncommon and rare items. Epic level PCs are about the pinnacle of power in the mortal world, so its hard to find a logic for how these items exist except "really powerful guys make them". Sure, maybe rare items are simply things that nobody knows HOW to make, but again you'd have to expect that epic PCs are exactly who WOULD have that kind of capability.</p><p></p><p>I'd think that what will have to end up happening is that uncommon items require some additional hoops to be gone through to make them, and rare items probably require very specific conditions under which they can be made. This all might devolve down to either a level based set of restrictions or specific rituals that are required for specific items, etc. Lots of DMs already implement these kinds of things anyhow, so we'll just have to see how this is actually implemented to see how well it works.</p><p></p><p>A nice parcel tracking system is indeed quite handy. Personally I found that it was pretty easy to implement as a spreadsheet, though I'm still perfecting exactly what the best way to present that information is.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5273813, member: 82106"] How do they 'exploit' it? All parcels really do is give you an 'envelope' within which overall treasure distribution should ideally fall. The specific parcels are really unimportant, though they are handy in a situation where you happen to be winging it. It's the general idea that X amount of treasure is designed to be appropriate to keeping the power level within the designed PC power curve. Of course I don't see any reason why a random treasure table can't work within that concept, except that unusable treasures are relatively worthless. If you are going to use random treasure then you need to also ditch the 20% rule. I don't think the 20% rule is so important to the general concept that you HAVE to use it to make the general concept work though. The DM may however need another way to discourage unseemly looting behavior (or just accept it and play in a more 'AD&Desque' style). It is kind of hard to judge what item rarity really means without more information. If Enchant Item can only make common items though then there STILL needs to be some mechanism for making the uncommon and rare items. Epic level PCs are about the pinnacle of power in the mortal world, so its hard to find a logic for how these items exist except "really powerful guys make them". Sure, maybe rare items are simply things that nobody knows HOW to make, but again you'd have to expect that epic PCs are exactly who WOULD have that kind of capability. I'd think that what will have to end up happening is that uncommon items require some additional hoops to be gone through to make them, and rare items probably require very specific conditions under which they can be made. This all might devolve down to either a level based set of restrictions or specific rituals that are required for specific items, etc. Lots of DMs already implement these kinds of things anyhow, so we'll just have to see how this is actually implemented to see how well it works. A nice parcel tracking system is indeed quite handy. Personally I found that it was pretty easy to implement as a spreadsheet, though I'm still perfecting exactly what the best way to present that information is. [/QUOTE]
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