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General Tabletop Discussion
*TTRPGs General
Anyone importing 4E’s’Used gear sells for 1/5th if at all’ to other RPG systems?
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 4575073" data-attributes="member: 4892"><p>Why wait for the random chance that another "adventurer" will come around with the armor you want? What if you carry that +2 flail around for months waiting to find someone who wants to trade for it? Instead I'll go sell it and any other items I don't want to a merchant for the 20% Residuum value and with the Residuum drained from the item the merchant can make whatever item I want within an hour. Items on demand that my character can make use of instead of carrying around useless items waiting for the chance of finding someone to trade.</p><p></p><p>The "Residuum Market" is what makes 4E's 20% rule work (granted they could have chosen any % as the Residuum value). And I like the model it creates. It explains why characters can almost always find a buyer, why they can almost always find the item they want, and how merchants are able to avoid all the other problems that arose around this debate in the past (defense, finding buyers, magic shops, etc).</p><p></p><p>So maybe you don't like the 20% rule. The percentage isn't really all that important, it is just a balancing tool. Changing it in 4E could throw off balance. But the real gem in 4E is the idea that seemed kinda hokey at first, Residuum. This thread has helped me pace through the magic item economy and helped me realize that Residuum is a really good idea. I could totally see porting this into 3E. You could keep the 50% value for Residuum. You would just have to houserule a way to extract it from a magic item.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 4575073, member: 4892"] Why wait for the random chance that another "adventurer" will come around with the armor you want? What if you carry that +2 flail around for months waiting to find someone who wants to trade for it? Instead I'll go sell it and any other items I don't want to a merchant for the 20% Residuum value and with the Residuum drained from the item the merchant can make whatever item I want within an hour. Items on demand that my character can make use of instead of carrying around useless items waiting for the chance of finding someone to trade. The "Residuum Market" is what makes 4E's 20% rule work (granted they could have chosen any % as the Residuum value). And I like the model it creates. It explains why characters can almost always find a buyer, why they can almost always find the item they want, and how merchants are able to avoid all the other problems that arose around this debate in the past (defense, finding buyers, magic shops, etc). So maybe you don't like the 20% rule. The percentage isn't really all that important, it is just a balancing tool. Changing it in 4E could throw off balance. But the real gem in 4E is the idea that seemed kinda hokey at first, Residuum. This thread has helped me pace through the magic item economy and helped me realize that Residuum is a really good idea. I could totally see porting this into 3E. You could keep the 50% value for Residuum. You would just have to houserule a way to extract it from a magic item. [/QUOTE]
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Community
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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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