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<blockquote data-quote="ptolemy18" data-source="post: 2716932" data-attributes="member: 24970"><p>Ehhgg. While I don't like spending huge amounts of time role-playing and DMing shopping trips, I don't like this idea at all.</p><p></p><p>(1) Firstly, it's very "meta-game", since you're basically making all the NPCs' possessions into a sort of nebulous mass which can't be used by the players. Like in some bad video game.</p><p></p><p>(2) Even more importantly... unless I'm totally misinterpreting your idea, you're removing one of the primary motivations of adventuring. What's the point of looking for treasure if your treasure is directly tied to your level? That pretty much eliminates the fun of "What weird magic item will I find today' (or, for the DM, "What weird magic item can I reward the players with this time?") Whole modules are built around finding some particular special magic item or treasure. And what if one of the player-characters is a thief-rogue type whose main motivation is finding treasure, pick-pocketing, opening chests, etc.? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I pity the fool who'd play a rogue in that campaign...</p><p></p><p>(3) Not that this sort of thing happens often, but what happens if the PCs' equipment gets stolen, sundered, rust-monstered, etc.?</p><p></p><p>The only way I can see this working is if you were running a campaign where the PCs were part of some organization which provided them with all their equipment. Kind of a James Bond campaign where all the adventures are "quest"-oriented. In that context, where there's an actual in-character explanation, it might work (and it'd certainly ensure that the PCs don't role-play greedy treasure-hunters).</p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 2716932, member: 24970"] Ehhgg. While I don't like spending huge amounts of time role-playing and DMing shopping trips, I don't like this idea at all. (1) Firstly, it's very "meta-game", since you're basically making all the NPCs' possessions into a sort of nebulous mass which can't be used by the players. Like in some bad video game. (2) Even more importantly... unless I'm totally misinterpreting your idea, you're removing one of the primary motivations of adventuring. What's the point of looking for treasure if your treasure is directly tied to your level? That pretty much eliminates the fun of "What weird magic item will I find today' (or, for the DM, "What weird magic item can I reward the players with this time?") Whole modules are built around finding some particular special magic item or treasure. And what if one of the player-characters is a thief-rogue type whose main motivation is finding treasure, pick-pocketing, opening chests, etc.? ;) I pity the fool who'd play a rogue in that campaign... (3) Not that this sort of thing happens often, but what happens if the PCs' equipment gets stolen, sundered, rust-monstered, etc.? The only way I can see this working is if you were running a campaign where the PCs were part of some organization which provided them with all their equipment. Kind of a James Bond campaign where all the adventures are "quest"-oriented. In that context, where there's an actual in-character explanation, it might work (and it'd certainly ensure that the PCs don't role-play greedy treasure-hunters). Jason [/QUOTE]
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