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<blockquote data-quote="jkason" data-source="post: 5836962" data-attributes="member: 2710"><p>Gah. Missed that, myself. Since RAW says the copy time is half that of learning it, it seems logical to me that you could copy your spellbook at a rate of 2 spells per calendar day, though judge opinions may vary. </p><p></p><p></p><p></p><p>It's my understanding that the cost of living rules were intended more to try to streamline bookkeeping (by allowing a one time buy-in that obviates tracking smaller consumable purchases). I suspect the "safe house" element was an unintended side-effect, though I don't know that it's one that needs to be eliminated. </p><p></p><p>In general, it seems to me the safe house stuff is only going to prove very helpful for adventures set specifically in Venza. In most cases, I think anything a player thinks might be useful is going to be on his or her character from the start of the adventure, and if it's not useful, go to the Pearl and trade it in on something that is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>I also tend to be of the opinion that making a dedicated effort to destroy or steal PC gear is kind of poor form on the part of a GM except in the case when the adventure requires the <em>temporary</em> loss of something, though, so that may be clouding perceived value on my part.</p></blockquote><p></p>
[QUOTE="jkason, post: 5836962, member: 2710"] Gah. Missed that, myself. Since RAW says the copy time is half that of learning it, it seems logical to me that you could copy your spellbook at a rate of 2 spells per calendar day, though judge opinions may vary. It's my understanding that the cost of living rules were intended more to try to streamline bookkeeping (by allowing a one time buy-in that obviates tracking smaller consumable purchases). I suspect the "safe house" element was an unintended side-effect, though I don't know that it's one that needs to be eliminated. In general, it seems to me the safe house stuff is only going to prove very helpful for adventures set specifically in Venza. In most cases, I think anything a player thinks might be useful is going to be on his or her character from the start of the adventure, and if it's not useful, go to the Pearl and trade it in on something that is. :P I also tend to be of the opinion that making a dedicated effort to destroy or steal PC gear is kind of poor form on the part of a GM except in the case when the adventure requires the [i]temporary[/i] loss of something, though, so that may be clouding perceived value on my part. [/QUOTE]
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