Knight Otu said:
I'm curious if my compromise would at least reduce some of your concerns, though.
Hmm, tough question.
I can see how the limitations of a shared world like Living ENWorld needs to find workable compromise, and I'm still as happy to play around here. I think your compromise will work just fine by and large.
When everything is said and done, the point is obviously always to game and have fun and anything that follows below now are just the minor nitpicks of a diletantte student. Proceed at your own risk!
Anyways, as of my original concerns, I think they mostly still persist. Though as always with theories, one needs to see how it plays out before one can be sure of anything.
I'll go through them backwards if you don't mind.
Zweischneid said:
3.
Also, the 'power-gap' between high-level and low-level characters will widen considerably I believel, if any player can optimize his selection of magic items in a shop.
Since LENWorld adventures regularly feature very mixed level set-ups in adventures (I don't think it will be uncommon to see lvl 3 characters traveling along lvl 7 or even 8 ones, once there are such characters around) it would in the long run make things much easier for DMs and much more cordial among players, if characters aren't fine-tuned to the last potions and enchanted ring.
This one I think is and will be the major issue. Even though my lvl 2 elf only recieved about 250 gp (900 gp - is what the DMG works with as average, right?) of treasure in the last adventure, picking up a few psionic tattoos, potions and specially crafted arrows has made the character much more effective than he otherwise would be, i.e. the power gap to a lvl 1 character has widend considerable even when only accessing a free selection of items below 100 or 150 gp.
I still think this needs to be adressed in a game environment where characters of different levels will play together as this could turn into a real downer once the people here reach higher levels (and greater treasures).
Zweischneid said:
2.
There's also something decidedly ugly about a druid staking a claim on a magic two-hander or a fighter on a ring of wizardry, which will surely happen if magic items are reduced to their respective cash value only if anything and everything can be traded for or sold at the 'magic-item-shop' for something useful.
Well, I admit that I did have greeds ugly tendrils (I myself warned about) close in on me after first admiting Gorefoot and Ishmael to their magic weapons and than found out they could be bought freely.
Therefore I'm likely the wrong person to argue the point.. I'll try anyways:
First, while I do not doubt that Patlin will make sure we even out again treasure wise in the long run, I dont think there is a way to compensate, economically speaking, for the 'lost time' (in a pbp game, likely many months) that the characters who won the weapons get to play with their new shiny toys while those who missed out have to wait on them. As someone wrote above.. saving money or treasure in D&D makes no sense.. there are no interest rates after all and if you get something first, you've gained a big advantage.
Or - to use the specific example of the Burning Tower/Farie Woods - if Morulas had to sit out on the fights for another three months due to a lack of magic weapon I'd be mightily pissed.
(Though I hope I can work around this now with Psionic Tattoos.. maybe my argumentation below point 3 would prove a good counterargument to this point here

)
The example might be flawed though, because for some reason the very two characters who ended up with the magic weapons are the exactly the very two characters not left out cold by the lack of a magic weapon in the previous adventure.. kinda distorts the problem I guess.
The value of this 'game time' far trancends the value of the item IMO.
(This kinda turned pretty long... jump the green part if you've got something useful to do)
Secondly, money does lose it's value very, very quickly in D&D, and the same goes for Magic Items which are likely the biggest chunk of a characters expenses (aside from healing/resurrections possibly).
A +1 Sword or a Ring of Protection is much, much more valuable to a lvl 2 character, than it would be to a lvl 3 or lvl 5 character.
At higher levels, other assets (spells, potions, class abilities) are more common and the impact on the monsters/the game is predictably much less impressive.
Taking the little (sadly nonlinear) chart for recommended starting gold from the DMG as basis (no average PC-Character income to work with I guess)..
lvl 2 - 900 gp
lvl 3 - 2700 gp
lvl 4 - 5400 gp
lvl 5 - 9000 gp
..one would see that a magic item costing 2700 gp would equal three times the usual assets of a lvl 2 character, equal the average assets of a lvl 3 character and be less than 1/3 of the total assets of a lvl 5 character.
To get the same real value a lvl 2 character recieves from a 2700 gp weapon/item, you'd have to provide a lvl 3 character with a 8100 gp item or a lvl 5 character with a 27000 gp item.
The other way around, a lvl 3 character recieving/buying a 2700 gp item would only gain the real value from it, that a lvl 2 character would get from a 900 gp item.
So, if you actually follow my logic, you'll create a vicious circle where there's always one player getting the shaft and (rightfully) demanding his due later on. (which will leave another player short).
If you don't, those who receive their due later are never really rewarded equally to those who receive theirs earlier.
To sum it up.. an unlimited supply of magic items makes uneaven loot distribution .. well, a highly volatile subject. Which leads us to..
..Thirdly, and most importantly.. if I was set back by my greedy temptations, others might be too. The friendly relations here on LENWorld could suffer from this. (or I could be the only one, in which case you should ban my account I suppose)
Zweischneid said:
1.
The fun of D&D is chasing the mystical stuff out there in the world, not stopping by the house next to the bakery and loading up on gear that is perfectly crafted to your own needs.
(and thereby basicallly devaluating any loot from adventures which might be less-optimal and will therefore in turn only be sold to said shop 90% of the time)
Well, this point likely is the least. A good DM will come up with different Adventure hooks. It's just that Treasure Hunting is sooo D&D
