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How do you reduce treasure accounting
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<blockquote data-quote="delericho" data-source="post: 3680812" data-attributes="member: 22424"><p>So what steps, if any, do you take to ensure balance within your party? Alternately, if you don't care about balance, how do the players with the weaker characters feel about being overshadowed by their colleagues who happened to get the better magic items?</p><p></p><p></p><p></p><p>The problem here is that this massively favours spellcasters. Not only do they have exclusive access to the Item Creation feats, and therefore a monopoly on creating items for themselves, they <em>also</em> will be the characters with ranks in Knowledge(arcana), and so will be the characters who know what items actually exist.</p><p></p><p>The thing is, in theory, two characters with 100,000 gp to spend are roughly balanced, but that is obviously not the case if one character has that money invested in 'good' magic items, while the other has some 'poor' items and a huge pile of coins. Or would you say, "sucks to be them"?</p><p></p><p>Ultimately, though, the 'you get what you find' model is certainly a valid way to run a campaign. Arguably, it's more 'realistic' than the model where characters can basically get what they want (by purchasing or commissioning items of choice). But it's <em>not</em> without its flaws, and it's <em>not</em> the only valid way to run a campaign.</p><p></p><p></p><p></p><p>Why? When almost every published adventure out there is written under the assumption that characters of level X will have Y amount of money invested in appropriate equipment, why is it a <em>bad</em> thing for the DM to try to remain reasonably close to those guidelines, so he doesn't have to constantly adjust every adventure before use?</p><p></p><p>Moreover, when a DM is wanting to reduce the treasure accounting work for his campaign, why are you so opposed to him just side-stepping the whole matter by applying the guidelines provided by the game? Why is that bad-wrong fun?</p></blockquote><p></p>
[QUOTE="delericho, post: 3680812, member: 22424"] So what steps, if any, do you take to ensure balance within your party? Alternately, if you don't care about balance, how do the players with the weaker characters feel about being overshadowed by their colleagues who happened to get the better magic items? The problem here is that this massively favours spellcasters. Not only do they have exclusive access to the Item Creation feats, and therefore a monopoly on creating items for themselves, they [i]also[/i] will be the characters with ranks in Knowledge(arcana), and so will be the characters who know what items actually exist. The thing is, in theory, two characters with 100,000 gp to spend are roughly balanced, but that is obviously not the case if one character has that money invested in 'good' magic items, while the other has some 'poor' items and a huge pile of coins. Or would you say, "sucks to be them"? Ultimately, though, the 'you get what you find' model is certainly a valid way to run a campaign. Arguably, it's more 'realistic' than the model where characters can basically get what they want (by purchasing or commissioning items of choice). But it's [i]not[/i] without its flaws, and it's [i]not[/i] the only valid way to run a campaign. Why? When almost every published adventure out there is written under the assumption that characters of level X will have Y amount of money invested in appropriate equipment, why is it a [i]bad[/i] thing for the DM to try to remain reasonably close to those guidelines, so he doesn't have to constantly adjust every adventure before use? Moreover, when a DM is wanting to reduce the treasure accounting work for his campaign, why are you so opposed to him just side-stepping the whole matter by applying the guidelines provided by the game? Why is that bad-wrong fun? [/QUOTE]
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