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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: 4574756" data-attributes="member: 70778"><p>Oh it ain't just 4e, but all editions that should stress that the players are the only adventurers out there.</p><p></p><p>Everything else is an NPC and operates under different rules even for editions where the NPC is created using the same rules as the PC.</p><p></p><p>The main difference is the assumed economy that 4e overstresses. The fact that money grows on trees and the NPCs can always have enough for what they need.</p><p></p><p>While this is true, you don't expect just any NPC to buy anything. What the NPCs need is only so far as what their role in the story dictates. Farmer John does not have the money laying around for buy the level 9 magic item for his son to go off to new lands seeking adventure.</p><p></p><p>The city guard has more access to money more than likely, but doesn't do the same thing the PCs do.</p><p></p><p>The PCs get into more dangerous situations more often, and do more over the course of their careers than any of these wouldbe adventurers you want to speak of. That is what makes them special, and should not have the game degraded to just saying there are roving bands of people equal to the PC party. So finding another group of adventurers like the PCs should never happen.</p><p></p><p>Those guild may exist that the PCs interact with that could help them, but in fact they are pretty much working under the guise of merchants when things are sold for 20%, and the 20% rules if for those magic merchants that pop up out of holes in the grounds to buy things from the PCs whenever they happen to have things they wish to get rid of.</p><p></p><p>The principle of the 20% rule is what you are forgetting.</p><p></p><p>By adding all this other stuff, you only prove how futile the 20% rule is, because there are better ways to do it. All the more reason NOT to import this 20% rule for items into other games, that do not rely on the cohesion of the 4th edition rules for balance.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4574756, member: 70778"] Oh it ain't just 4e, but all editions that should stress that the players are the only adventurers out there. Everything else is an NPC and operates under different rules even for editions where the NPC is created using the same rules as the PC. The main difference is the assumed economy that 4e overstresses. The fact that money grows on trees and the NPCs can always have enough for what they need. While this is true, you don't expect just any NPC to buy anything. What the NPCs need is only so far as what their role in the story dictates. Farmer John does not have the money laying around for buy the level 9 magic item for his son to go off to new lands seeking adventure. The city guard has more access to money more than likely, but doesn't do the same thing the PCs do. The PCs get into more dangerous situations more often, and do more over the course of their careers than any of these wouldbe adventurers you want to speak of. That is what makes them special, and should not have the game degraded to just saying there are roving bands of people equal to the PC party. So finding another group of adventurers like the PCs should never happen. Those guild may exist that the PCs interact with that could help them, but in fact they are pretty much working under the guise of merchants when things are sold for 20%, and the 20% rules if for those magic merchants that pop up out of holes in the grounds to buy things from the PCs whenever they happen to have things they wish to get rid of. The principle of the 20% rule is what you are forgetting. By adding all this other stuff, you only prove how futile the 20% rule is, because there are better ways to do it. All the more reason NOT to import this 20% rule for items into other games, that do not rely on the cohesion of the 4th edition rules for balance. [/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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