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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="CapnZapp" data-source="post: 7350007" data-attributes="member: 12731"><p>Sorry [MENTION=6932123]Kinematics[/MENTION] but I don't fully grasp your argument that prices should correspond to "fraction of time" spent on a tier.</p><p></p><p>If it is at all relevant, I can say that my point with handing out wealth to a character is strictly gameplay related. The goal is still getting the character kitted out with cool items, only with the express purpose of having items <em>of her own choosing</em>.</p><p></p><p>This means I'm not concerned with alternative uses for that gold, such as "since that sword only represents a 20% damage increase, I can just as well donate the money to charity". </p><p></p><p>I mean, sure go ahead, the game won't break even if you throw all your gold away. But I'm not gonna worry that prices aren't competitive with other things you can do with your gold. I'm simply assuming that at the end of the day you go down dungeons in order to loot gold, which you then have fun spending on bigger swords so you can go down deeper dungeons. Even if your campaign is more complex and intricate than this phrasing might suggest.</p><p></p><p>Please disregard if that had nothing to do with what you were trying to say <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="CapnZapp, post: 7350007, member: 12731"] Sorry [MENTION=6932123]Kinematics[/MENTION] but I don't fully grasp your argument that prices should correspond to "fraction of time" spent on a tier. If it is at all relevant, I can say that my point with handing out wealth to a character is strictly gameplay related. The goal is still getting the character kitted out with cool items, only with the express purpose of having items [I]of her own choosing[/I]. This means I'm not concerned with alternative uses for that gold, such as "since that sword only represents a 20% damage increase, I can just as well donate the money to charity". I mean, sure go ahead, the game won't break even if you throw all your gold away. But I'm not gonna worry that prices aren't competitive with other things you can do with your gold. I'm simply assuming that at the end of the day you go down dungeons in order to loot gold, which you then have fun spending on bigger swords so you can go down deeper dungeons. Even if your campaign is more complex and intricate than this phrasing might suggest. Please disregard if that had nothing to do with what you were trying to say :) [/QUOTE]
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