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Excerpt: Economies [merged]
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<blockquote data-quote="TwinBahamut" data-source="post: 4220819" data-attributes="member: 32536"><p>Honestly, I don't think this excerpt is very good at all... I am probably going to have to just ignore all of when I run the game.</p><p></p><p>The big problem with this entire section is that it seems completely caught up in trying to be a fix for 3E's economic issues, and completely ignores how all of those problems have already been fixed by the addition of magic item levels. In 4E, so long as your players have their primary magic slots covered and no one has magic items very far in level above character level, there is no problem. <em>Any</em> arrangement which fulfills those two conditions would work well in 4E. However, rather than try to provide advice for that directly, this article just dodges around the main issue by giving a lot of advice assuming a particular campaign style and world concept, and in doing so practically reintroduces the absurdity of 3E "Wealth by Level Guidelines".</p><p></p><p>Honestly, I never understood why people hated the buying and selling of magic items. I <em>certainly</em> don't understand why WotC decided to go with that mentality and make the buying and selling of weapons a ridiculously poor choice. The only effect of the "you sell items at 1/5 value and buy them at 6/5 or 7/5 value" rule is that it encourages players to try to become merchants themselves. It means that players <em>should</em> go out and try to find other people to sell magic items at full value to, and that they are rewarded for doing so. Honestly, I prefer merchants to be useful for the PCs, so I would much rather have the difference to be closer to 9/10 value and 11/10 value or less. After all, if you are talking about something that is worth a king's ransom, a difference of just 5% of its value would still be a killing for any merchant.</p><p></p><p>I really do like the fact that the book provides useable pre-built reward progressions by level, but I just don't like the "parcel" system very much. I really prefer more free-form approaches to giving out rewards, and I this system is useless advice for me. I don't think the book will be providing any advice that <em>is</em> useful to me, actually...</p><p></p><p>The whole thing is a bit disappointing.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4220819, member: 32536"] Honestly, I don't think this excerpt is very good at all... I am probably going to have to just ignore all of when I run the game. The big problem with this entire section is that it seems completely caught up in trying to be a fix for 3E's economic issues, and completely ignores how all of those problems have already been fixed by the addition of magic item levels. In 4E, so long as your players have their primary magic slots covered and no one has magic items very far in level above character level, there is no problem. [i]Any[/i] arrangement which fulfills those two conditions would work well in 4E. However, rather than try to provide advice for that directly, this article just dodges around the main issue by giving a lot of advice assuming a particular campaign style and world concept, and in doing so practically reintroduces the absurdity of 3E "Wealth by Level Guidelines". Honestly, I never understood why people hated the buying and selling of magic items. I [i]certainly[/i] don't understand why WotC decided to go with that mentality and make the buying and selling of weapons a ridiculously poor choice. The only effect of the "you sell items at 1/5 value and buy them at 6/5 or 7/5 value" rule is that it encourages players to try to become merchants themselves. It means that players [i]should[/i] go out and try to find other people to sell magic items at full value to, and that they are rewarded for doing so. Honestly, I prefer merchants to be useful for the PCs, so I would much rather have the difference to be closer to 9/10 value and 11/10 value or less. After all, if you are talking about something that is worth a king's ransom, a difference of just 5% of its value would still be a killing for any merchant. I really do like the fact that the book provides useable pre-built reward progressions by level, but I just don't like the "parcel" system very much. I really prefer more free-form approaches to giving out rewards, and I this system is useless advice for me. I don't think the book will be providing any advice that [i]is[/i] useful to me, actually... The whole thing is a bit disappointing. [/QUOTE]
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