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Buy High, Sell Low is a Dumb Economic Model
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<blockquote data-quote="Loonook" data-source="post: 5818548" data-attributes="member: 1861"><p>Quick reply from phone...</p><p></p><p>Opportunity costs. Those +1 daggers are very meaningful to marines, soldiers, thieves, thugs and the Epic Chef <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />.</p><p></p><p>There are always places where magic items CAN go. A player who gets these little tidbits can easily supply magic items to followers, as gifts, and in a variety of other capacities.</p><p></p><p>Personally I would like for magic items that players carry to be somewhat unique, and to be useful to the character. There should be opportunities to smith items into different shapes, bind items that constitute a part of the item, and even Conditions added to magic items. These Conditions would allow for an item to be counted similar to ammunition, and for most "permanent" items to have wand-like uses. Then an Indestructible or mystically sharp blade would be worth just a bit more... Also items such as Baned weapons would ignore their Condition when fighting the chosen creature type. </p><p></p><p>This is all combined witb the lack of use of Rusting, Sunder, environmental effects, and other damage to your weaponry... A thing I find the game to be lacking. Perhaps it is time to write up a more Simulationist aspect to the game... It seems that we would have cistomers for auctions, merchants, smithies, and possibly even improving animals from Medium Dog or Warhorse <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5818548, member: 1861"] Quick reply from phone... Opportunity costs. Those +1 daggers are very meaningful to marines, soldiers, thieves, thugs and the Epic Chef :). There are always places where magic items CAN go. A player who gets these little tidbits can easily supply magic items to followers, as gifts, and in a variety of other capacities. Personally I would like for magic items that players carry to be somewhat unique, and to be useful to the character. There should be opportunities to smith items into different shapes, bind items that constitute a part of the item, and even Conditions added to magic items. These Conditions would allow for an item to be counted similar to ammunition, and for most "permanent" items to have wand-like uses. Then an Indestructible or mystically sharp blade would be worth just a bit more... Also items such as Baned weapons would ignore their Condition when fighting the chosen creature type. This is all combined witb the lack of use of Rusting, Sunder, environmental effects, and other damage to your weaponry... A thing I find the game to be lacking. Perhaps it is time to write up a more Simulationist aspect to the game... It seems that we would have cistomers for auctions, merchants, smithies, and possibly even improving animals from Medium Dog or Warhorse :). Slainte, -Loonook. [/QUOTE]
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