Anyone importing 4E’s’Used gear sells for 1/5th if at all’ to other RPG systems?

Are you importing 4E’s ’Used gear sells for 1/5th if at all’ to other RPG systems?


This thread got too long since i last saw it... too lazy to go through quoting...

As for the "new age D&D players weened from video games," that would be me. If you've got a problem with how I came into the game or that I wasn't yet born when you first started playing, well...I don't :):):):)ing care. Despite my brutish upbringing in the gaming world, I actually dislike 4E*, have pleasantly nostalgic memories of what little 2E I did play, and would be open to trying earlier editions if presented the opportunity. There is no means for me to not take that comment personally.

As for the traveling merchants, bravo to the person (Treebore?) who said that in medieval/renaissance times merchants made up a large portion of travelers. I don't see why people would get angry about having traveling merchants in the game world. in my games, merchants are often also parts of guilds and frequently a given shop owner will have trade agreements and communications with other nearby merchants. So that if he personally doesn't have a particular item, he may know someone who does. Of course, that person returns the favor and sends business his way when the situation is reversed. Always seemed sensible to me.



Maybe at the level range you were using, and it's fine to use DM powers. Just a few levels later, though, the wizard can have Phase Door, which IS on the permanency list, and for your example would work just as well (At least, it can transport you far enough to a tunnel to the real vault only accessible via phase door).

EDIT: *And there's nothing wrong with you if you do like 4E, I was just using myself (yeah, anecdotal evidence, so what?) to disprove the person who made the comment, since by his reasoning I should not have the preferences I do.

Yes, plenty of merchants on the road, but there's a difference between peddlers, small trade, and carrying large amounts of silver, gold, and materials across territories which have been infested not only by your average harrier, but by and large it could be a way to travel if there were ways to keep yourself together. More likely, however, a smart item seller would be willing to pay the overhead for a strong man, a few bags of holding (if available) and a little bit of Teleport to get his merchandise out of the way if he was thinking smart . . . merchants would also benefit from a type of bag of holding which appeared in 2e (I believe a Dragon Supplement) which allowed you to 'key' into a location and draw resources through it.

There are so many great ways to cast... but this is so far off-topic that we should either start a new thread on it or end it on an agreement to disagree.

Slainte,

-Loonook.
 

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Is there a place where I can nominate this thread for "Worst Enworld Forum Experience Ever"? Perhaps a hall of shame?

Folks comparing time served playing DnD to see who has the biggest gaming wang is....just....well, I never thought these boards went THAT low.

DS
 

Is there a place where I can nominate this thread for "Worst Enworld Forum Experience Ever"?

You're kidding, right? There have been much worse threads here before now, frequently discussing alignment, paladins, or the 3e -> 4e switch.

You can't have been playing very long if you think this is the worst ever. :D
 

You're kidding, right? There have been much worse threads here before now, frequently discussing alignment, paladins, or the 3e -> 4e switch.


I dunno - this one is pretty painful.

When I saw the thread title a few days ago, I thought this would be an interesting point of discussion, but mainly it's just depressing.
 

Alright, folks, time to cut out the smack talk. This is EN World, not a professional wrestling match. If you can't post without insulting those you disagree with, then don't post.
 

I think we're forgetting what the "sell rules" are for.

If your game is one where the players can customize their characters via magic items, you need a way so that just not wizards can get magic items.

However, there's also the fact that you want magical treasure to be special (otherwise you might a well give out gold pieces)

For me, 4e;s magic selling rules and the 20% satisfy both conditions.
 

I think we're forgetting what the "sell rules" are for.

If your game is one where the players can customize their characters via magic items, you need a way so that just not wizards can get magic items.

However, there's also the fact that you want magical treasure to be special (otherwise you might a well give out gold pieces)

For me, 4e;s magic selling rules and the 20% satisfy both conditions.

Allister, I don't think anyone is "forgetting" anything. I appreciate your trying to summarize what you see as the essential points, but this is exactly what is under debate. Many clear and obvious arguments have been offered which, it turns out, are not clear and obvious to anyone but their proponents. I'm glad you ended with "for me," that is what this thread needs a lot more of.

I certainly didn't intend to get embroiled in a back and forth over this, but that's what ended up happening.
 

I tend to use similar variability to that you might find in classifieds, eBay listings, garage sales, auctions, second hand bookshops, and so on.

But no, I wouldn't say 20% is a good assumption, in general.
 

Allister, I don't think anyone is "forgetting" anything. I appreciate your trying to summarize what you see as the essential points, but this is exactly what is under debate. Many clear and obvious arguments have been offered which, it turns out, are not clear and obvious to anyone but their proponents. I'm glad you ended with "for me," that is what this thread needs a lot more of.

I certainly didn't intend to get embroiled in a back and forth over this, but that's what ended up happening.

Well then, how about we drop the merchant/walmart portion then?

If the game is going to have players be able to customize their characters via magic items, then the non-magic using characters are going to need access to said items.

Doesn't matter if it is a magic walmart or a travelling merchant, somehow a player is going to need access to said items so why focus on how they get the item?

Then to me, that just leaves the question of "selling magic items". I believe some DMs don't need to worry about it since they use primarily "Monsters" and NOT PC-classed NPC races (I think Raven Crowking for example has mentioned he prefers Monsters)

However, if you use NPC opponents, they have a problem. While I'm not certain about this, I think many DMs have the following issues.

a) You, as a DM, would like your players to treasure magical items they find even if it is a random magical item like the Decanter of Endless Water.

b) Since power is directly tied to equipment, there's an incentive for players to strip the opposition of all loot (and with the portable hole, carrying capacity is not really an issue) and tailored equipment will always be more powerful than random magic items.

So really, unless we go with the level-locked features of items from MMOs, how much a PC can sell an item will have a direct effect on power.
 

You're kidding, right? There have been much worse threads here before now, frequently discussing alignment, paladins, or the 3e -> 4e switch.

You can't have been playing very long if you think this is the worst ever. :D

Buying and selling magic items is one of the classic D&D flame wars, along with 3E vs 4E, 3E Fighter Sux, Paladins/alignment, powergaming vs roleplaying, and whatnot. I don't see where its that big of a surprise.
 

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