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<blockquote data-quote="TheWyrd" data-source="post: 4223223" data-attributes="member: 66439"><p>I can't say that I'm 100% happy with what I see here.. but in the games I've run I was never big on sticking to the gold per level rules anyway. Lots of good ideas and problems on this thread. I think what I'm going to end up doing is:</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> The majority of magic items carry a curse. Not a BIG curse mind you, but enough that the common folk really don't want anything to do with them. A baseline "May you live in interesting times." Isn't going to bother an adventurer.. but will piss off a farmer who keeps getting monsters rampaging through his fields. Not all items will be cursed this way (see item <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" />)</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" /> Drop the parcel value down a bit (75%, a level?, we'll see when I see the full rules) and then add on an additional "bonus" parcel level up to 25% above the base parcel. That way completing the adventure will get you a certain base amount of loot.. but bargaining/finding secret doors/etc actually nets you something extra.</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /> Residiuum isn't an object but rather a class of objects. Rare gems, starmetal, phoenix feathers in cloaks, the occassional fairy dust. All of these can be pulled from a magic item and used to augment or create other magic items and sometimes the PCs will need to quest for the stuff just so they can create the item they want.</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> No magic stores. Most of the PCs will start off with a very basic magic item inherited from their parents or whatever. "Uncle Ben, you never told me the sword hanging over the Mantel was my father's MAGIC sword." Over time they'll find other items and either use it to enhance what they have ("Lets see if the violet flame gem can be embedded in my shield") or they'll adopt it for their own use. ("Wow, my very own set of magic armor.")</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> Those who will purchase magic items do so for very good reasons. The local Wizard college will pay 150% price(possibly more) for the +1 Wand belonging to the founder of the college, thought lost in the great disaster. The temple of Pelor in the City of Brass however is only going to be paying 20% price for a +3 Holy Symbol. ("Yeah, we've got a room full of those in the back.. we sell them to initiates who lost their own.")</p><p></p><p></p><p>Ok. That's what I've got. I'm tapped out after my first post.</p></blockquote><p></p>
[QUOTE="TheWyrd, post: 4223223, member: 66439"] I can't say that I'm 100% happy with what I see here.. but in the games I've run I was never big on sticking to the gold per level rules anyway. Lots of good ideas and problems on this thread. I think what I'm going to end up doing is: :1: The majority of magic items carry a curse. Not a BIG curse mind you, but enough that the common folk really don't want anything to do with them. A baseline "May you live in interesting times." Isn't going to bother an adventurer.. but will piss off a farmer who keeps getting monsters rampaging through his fields. Not all items will be cursed this way (see item :4:) :2: Drop the parcel value down a bit (75%, a level?, we'll see when I see the full rules) and then add on an additional "bonus" parcel level up to 25% above the base parcel. That way completing the adventure will get you a certain base amount of loot.. but bargaining/finding secret doors/etc actually nets you something extra. :3: Residiuum isn't an object but rather a class of objects. Rare gems, starmetal, phoenix feathers in cloaks, the occassional fairy dust. All of these can be pulled from a magic item and used to augment or create other magic items and sometimes the PCs will need to quest for the stuff just so they can create the item they want. :4: No magic stores. Most of the PCs will start off with a very basic magic item inherited from their parents or whatever. "Uncle Ben, you never told me the sword hanging over the Mantel was my father's MAGIC sword." Over time they'll find other items and either use it to enhance what they have ("Lets see if the violet flame gem can be embedded in my shield") or they'll adopt it for their own use. ("Wow, my very own set of magic armor.") :5: Those who will purchase magic items do so for very good reasons. The local Wizard college will pay 150% price(possibly more) for the +1 Wand belonging to the founder of the college, thought lost in the great disaster. The temple of Pelor in the City of Brass however is only going to be paying 20% price for a +3 Holy Symbol. ("Yeah, we've got a room full of those in the back.. we sell them to initiates who lost their own.") Ok. That's what I've got. I'm tapped out after my first post. [/QUOTE]
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