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Anyone importing 4E’s’Used gear sells for 1/5th if at all’ to other RPG systems?
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<blockquote data-quote="FireLance" data-source="post: 4569753" data-attributes="member: 3424"><p>Actually, there are several other options: </p><p></p><p>3. The DM ensures that the magic items that the players want are found as treasure or given as rewards, and ensures that the magic items that the players are giving up (at whatever mutually agreed rate of exchange, from 0% to 50%) are destroyed, stolen, or otherwise lost.</p><p></p><p>4. The PCs all work for an organization that keeps them supplied with gear, and as the PCs gain levels, they gain access to better and more valuable equipment.</p><p></p><p>5. The PC are rewarded by the local authorities. Occasionally, these rewards are in the form of superior trade-ins, e.g. the PCs give up a lesser magic item for a more powerful one.</p><p></p><p>The assumed trade-in rate for magic items is a game balance issue. A DM who wants to tinker with the standard trade-in rate will just have to keep an eye out for potential game balance problems. If he is already doing that, he can set the rate to whatever he and his players are comfortable with.</p><p></p><p>How the PCs lose (including sale or trade in) and gain magic items is a narration issue. The DM can handwave the narration if he and his players don't want to dwell on that part of the game, or just come up with one or more standard explanantion: anything from magic item stores to wandering merchants to the PCs making their own magic items to the PCs being supplied their gear by the organization they work for to the PCs being rewarded by the local authorities to plot-driven loss and discovery of magic items to the PCs being friendly with a wizard who upgrades their gear for them, etc.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4569753, member: 3424"] Actually, there are several other options: 3. The DM ensures that the magic items that the players want are found as treasure or given as rewards, and ensures that the magic items that the players are giving up (at whatever mutually agreed rate of exchange, from 0% to 50%) are destroyed, stolen, or otherwise lost. 4. The PCs all work for an organization that keeps them supplied with gear, and as the PCs gain levels, they gain access to better and more valuable equipment. 5. The PC are rewarded by the local authorities. Occasionally, these rewards are in the form of superior trade-ins, e.g. the PCs give up a lesser magic item for a more powerful one. The assumed trade-in rate for magic items is a game balance issue. A DM who wants to tinker with the standard trade-in rate will just have to keep an eye out for potential game balance problems. If he is already doing that, he can set the rate to whatever he and his players are comfortable with. How the PCs lose (including sale or trade in) and gain magic items is a narration issue. The DM can handwave the narration if he and his players don't want to dwell on that part of the game, or just come up with one or more standard explanantion: anything from magic item stores to wandering merchants to the PCs making their own magic items to the PCs being supplied their gear by the organization they work for to the PCs being rewarded by the local authorities to plot-driven loss and discovery of magic items to the PCs being friendly with a wizard who upgrades their gear for them, etc. [/QUOTE]
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Anyone importing 4E’s’Used gear sells for 1/5th if at all’ to other RPG systems?
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