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General Tabletop Discussion
*Pathfinder & Starfinder
Excerpt: Economies [merged]
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4219726" data-attributes="member: 5143"><p>The problem is this: What happens when the PCs find an inventive way to sell EVERY magic item you give them for 100% of its value. All magic items in 4e of the same level have the same cost. Now, since we aren't punishing them by lowering the amount of gold or items we are giving them, then they now have 5 times the amount of gold the game expects them to have.</p><p></p><p>This 5 times as much gold gives them 5 times as many magic items...or possibly just as many magic items, but many, many levels higher. Which, might be +2 difference on their weapons and armor. This essentially gives them all a 10% miss chance against enemies of their own level and make their attacks hit 10% more often and do more damage. Which is pretty powerful. Monsters are no longer a challenge for them so you increase the level of the monsters you are sending against them, which only makes them level faster...and you have to give out treasure even faster since you are giving them their expected amount of wealth each level.</p><p></p><p>It's a rather repetitive cycle. Rather than have to deal with that, it's much easier to do it behind the scenes by adjusting treasure you give them. You can also save yourself the work of recalculating the amount of treasure you need to hand out all the time by simply saying "No" when they try to find a way to sell an item for more than 1/5th its value. YMMV, but I prefer my player's innovation to come in the form of interesting ways to solve the problems I throw at them rather than attempts to work around the system so they can make their characters more powerful.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4219726, member: 5143"] The problem is this: What happens when the PCs find an inventive way to sell EVERY magic item you give them for 100% of its value. All magic items in 4e of the same level have the same cost. Now, since we aren't punishing them by lowering the amount of gold or items we are giving them, then they now have 5 times the amount of gold the game expects them to have. This 5 times as much gold gives them 5 times as many magic items...or possibly just as many magic items, but many, many levels higher. Which, might be +2 difference on their weapons and armor. This essentially gives them all a 10% miss chance against enemies of their own level and make their attacks hit 10% more often and do more damage. Which is pretty powerful. Monsters are no longer a challenge for them so you increase the level of the monsters you are sending against them, which only makes them level faster...and you have to give out treasure even faster since you are giving them their expected amount of wealth each level. It's a rather repetitive cycle. Rather than have to deal with that, it's much easier to do it behind the scenes by adjusting treasure you give them. You can also save yourself the work of recalculating the amount of treasure you need to hand out all the time by simply saying "No" when they try to find a way to sell an item for more than 1/5th its value. YMMV, but I prefer my player's innovation to come in the form of interesting ways to solve the problems I throw at them rather than attempts to work around the system so they can make their characters more powerful. [/QUOTE]
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Excerpt: Economies [merged]
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