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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="justanobody" data-source="post: 4574546" data-attributes="member: 70778"><p>It just seemed like something the last person that tried to sell me a car would have done. A bit of clever advertising.</p><p></p><p>Sadly the system does want player to customize with magic items and for them to choose as the way it is described, but this does not translate to buying magic items as being the problem for only being able to sell them at 20%.</p><p></p><p></p><p>It doesn't matter how you assume "other adventurers" exist, the fact of the matter is you never want your player party coming into contact with something resembling another player party. This throws off the whole aspect that the players are the main focal point of the story. Sure there are people out there doing similar things, but even without predestoned futures the player's PCs are more important than any NPC because it is a story about the players. Anything that deviates and gives a higher focus to some group other than the players are involved in has been a bad judgment by the DM for a roleplaying game, and would be best to just write a novel about his NPCs.</p><p></p><p>PCs sell to merchants. Even if they place it in the guild for commission they are effectively selling to a merchant or a fence, and the book says 20%.</p><p></p><p>All those things I said earlier about the problems are still true. The book says a merchant appears to buy form the PCs as the default of the system built. This assures quick money for the PCs and less hassle for a more streamlined game, but destroys any economic play and sense at all. It should have been made an optional rule for ease of use, and maybe a standard rule for RPGA to keep things all on the same level, but to say that is how it shoudl be done is where the flaw lies.</p><p></p><p>The cost of what you are telling people for ease is not worth the return you get from that ease when people want to adhere fervently to that system built into the game.</p><p></p><p></p><p></p><p>Technically true. The player party are the only "adventurers" and everything is is just NPCs, unless you start swapping items form one RPGA venue to the next. I have yet to face an NPC adventuer from the MM myself.</p><p></p><p></p><p></p><p>I think the PCs should be the only things called adventurers even though there could be a in-game guild called this. Another hard part of discussions where in game and out of game one word has different meanings. I think it also extends beyond just 4E and even D&D where the "adventurers" as it were are the players groups of characters.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4574546, member: 70778"] It just seemed like something the last person that tried to sell me a car would have done. A bit of clever advertising. Sadly the system does want player to customize with magic items and for them to choose as the way it is described, but this does not translate to buying magic items as being the problem for only being able to sell them at 20%. It doesn't matter how you assume "other adventurers" exist, the fact of the matter is you never want your player party coming into contact with something resembling another player party. This throws off the whole aspect that the players are the main focal point of the story. Sure there are people out there doing similar things, but even without predestoned futures the player's PCs are more important than any NPC because it is a story about the players. Anything that deviates and gives a higher focus to some group other than the players are involved in has been a bad judgment by the DM for a roleplaying game, and would be best to just write a novel about his NPCs. PCs sell to merchants. Even if they place it in the guild for commission they are effectively selling to a merchant or a fence, and the book says 20%. All those things I said earlier about the problems are still true. The book says a merchant appears to buy form the PCs as the default of the system built. This assures quick money for the PCs and less hassle for a more streamlined game, but destroys any economic play and sense at all. It should have been made an optional rule for ease of use, and maybe a standard rule for RPGA to keep things all on the same level, but to say that is how it shoudl be done is where the flaw lies. The cost of what you are telling people for ease is not worth the return you get from that ease when people want to adhere fervently to that system built into the game. Technically true. The player party are the only "adventurers" and everything is is just NPCs, unless you start swapping items form one RPGA venue to the next. I have yet to face an NPC adventuer from the MM myself. I think the PCs should be the only things called adventurers even though there could be a in-game guild called this. Another hard part of discussions where in game and out of game one word has different meanings. I think it also extends beyond just 4E and even D&D where the "adventurers" as it were are the players groups of characters. [/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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