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Array v 4d6: Punishment? Or overlooked data
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<blockquote data-quote="Lanefan" data-source="post: 8815989" data-attributes="member: 29398"><p>There's one difference, then: in my games magic items are commonly found as I run old-school adventures be they published or homebrew, and also a la 1e items are more fragile and can be destroyed.</p><p></p><p>Same here, on the clear understanding that nothing I say is binding. I encourage a by-total-gold-value division system where every one ends up with the same g.p. share value whether made up of items, cash, or a combination. The few times I've seen anything else tried have ended in disaster at the time and led to campaign-long imbalances later.</p><p></p><p>My prices are based on a combination of rarity and usefulness, but kudos for having a list at all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In the interests of realism I have what's available to buy at any given time-place be completely random, weighted by the relative rarity of the different items. Thus, even when they're still 1st level they might find a cloak of displacement for sale...though there's no way in hell they could afford it!</p><p></p><p>As for keeping treasure and items limited, that wouldn't fly well with our greedy bunch - gotta play to the crowd and all... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8815989, member: 29398"] There's one difference, then: in my games magic items are commonly found as I run old-school adventures be they published or homebrew, and also a la 1e items are more fragile and can be destroyed. Same here, on the clear understanding that nothing I say is binding. I encourage a by-total-gold-value division system where every one ends up with the same g.p. share value whether made up of items, cash, or a combination. The few times I've seen anything else tried have ended in disaster at the time and led to campaign-long imbalances later. My prices are based on a combination of rarity and usefulness, but kudos for having a list at all. :) In the interests of realism I have what's available to buy at any given time-place be completely random, weighted by the relative rarity of the different items. Thus, even when they're still 1st level they might find a cloak of displacement for sale...though there's no way in hell they could afford it! As for keeping treasure and items limited, that wouldn't fly well with our greedy bunch - gotta play to the crowd and all... :) [/QUOTE]
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Array v 4d6: Punishment? Or overlooked data
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