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Excerpt: Economies [merged]
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<blockquote data-quote="Engilbrand" data-source="post: 4220608" data-attributes="member: 44184"><p>If I'm in a game where someone starts hoarding to sell and becomes a pain, I'm going to call him on it. I've gotten to the point where I see my future 10th level character trading magic items to cities for certain things (maybe even magic items), or saving the local missing kid and giving him a +1 Dagger for the trip back to make him feel better. If you litter your old items around the world, and actually make some of them have an impact, you set up the possibility of future events.</p><p>Maybe the next campaign starts in a town that the previous heroes had made a home base and built into a city. Maybe that next PC was the little kid who was rescued by the once-mighty hero 15 years ago and he still has the +1 Dagger and has decided to become a hero, too.</p><p>Then again, they've also talked about items doing more than just giving a little bonus. In 3.5, I sold a lot of stuff. When Magic Item Compendium came out, though, I saw a lot of items that I would have wanted at low AND high levels. Why can't you have a spare item that you've kept for 10 levels? If it gives you the ability to breathe water for 5 minutes, it's just as useful at 15 as it was at 5.</p><p>I like the idea of rare item merchants. Some merchants might be ex-adventurers, other might not even know that they have magic items. If gold isn't as important, though, then who cares how much you get for something? Barter. Give favors. Stuff like that.</p><p>Ultimately, read what the DMG says and decide which type of game to play. WotC's fluff doesn't need to be your fluff.</p></blockquote><p></p>
[QUOTE="Engilbrand, post: 4220608, member: 44184"] If I'm in a game where someone starts hoarding to sell and becomes a pain, I'm going to call him on it. I've gotten to the point where I see my future 10th level character trading magic items to cities for certain things (maybe even magic items), or saving the local missing kid and giving him a +1 Dagger for the trip back to make him feel better. If you litter your old items around the world, and actually make some of them have an impact, you set up the possibility of future events. Maybe the next campaign starts in a town that the previous heroes had made a home base and built into a city. Maybe that next PC was the little kid who was rescued by the once-mighty hero 15 years ago and he still has the +1 Dagger and has decided to become a hero, too. Then again, they've also talked about items doing more than just giving a little bonus. In 3.5, I sold a lot of stuff. When Magic Item Compendium came out, though, I saw a lot of items that I would have wanted at low AND high levels. Why can't you have a spare item that you've kept for 10 levels? If it gives you the ability to breathe water for 5 minutes, it's just as useful at 15 as it was at 5. I like the idea of rare item merchants. Some merchants might be ex-adventurers, other might not even know that they have magic items. If gold isn't as important, though, then who cares how much you get for something? Barter. Give favors. Stuff like that. Ultimately, read what the DMG says and decide which type of game to play. WotC's fluff doesn't need to be your fluff. [/QUOTE]
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Excerpt: Economies [merged]
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