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How I Broke Up With Item Dependence and Bad Math
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<blockquote data-quote="Irda Ranger" data-source="post: 4711713" data-attributes="member: 1003"><p>To some extent I never liked (or used) the standard treasure rewards and usually aim for something that "makes sense" for the campaign world. Zombies and werewolves, generally speaking, don't collect treasure. Allowing that sort of world was the whole impetus for creating the system.</p><p></p><p>What treasure is collected however is spent on non-item things - Keeps, building churches, collecting libraries of magical tomes, investing in mercantile trading houses, etc. Some give it away to charity and others blow it on bacchanalian festivals. It's the old school way.</p><p></p><p></p><p></p><p>There's no formula. Magical items are rare and hard to find outside of taking them forcibly from bad guys. Sometimes though you find a poor peddler in Calimport selling a carpet or lamp for coppers without knowledge of their true meaning or power.</p><p></p><p>If a player wanted a specific item though getting it would involve commissioning it, and the NPC capable of making it wouldn't just be able to buy the ingredients on the open market - the PC would have to collect them by some means. It's not a cost in gold pieces but time & adventure.</p><p></p><p>Alternatively the PC might just get a letter in the mail from a solicitor in Suzail that his second-uncle died recently and apparently left him a sword in his will. If the PC would be so kind as to come to Suzail its delivery could quick and simple (like it's ever that simple <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />).</p><p></p><p></p><p></p><p>Ale & whores, friend. Ale & whores.</p><p></p><p></p><p></p><p>The funny thing about money is that if you give it to people they will find a way to spend it.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4711713, member: 1003"] To some extent I never liked (or used) the standard treasure rewards and usually aim for something that "makes sense" for the campaign world. Zombies and werewolves, generally speaking, don't collect treasure. Allowing that sort of world was the whole impetus for creating the system. What treasure is collected however is spent on non-item things - Keeps, building churches, collecting libraries of magical tomes, investing in mercantile trading houses, etc. Some give it away to charity and others blow it on bacchanalian festivals. It's the old school way. There's no formula. Magical items are rare and hard to find outside of taking them forcibly from bad guys. Sometimes though you find a poor peddler in Calimport selling a carpet or lamp for coppers without knowledge of their true meaning or power. If a player wanted a specific item though getting it would involve commissioning it, and the NPC capable of making it wouldn't just be able to buy the ingredients on the open market - the PC would have to collect them by some means. It's not a cost in gold pieces but time & adventure. Alternatively the PC might just get a letter in the mail from a solicitor in Suzail that his second-uncle died recently and apparently left him a sword in his will. If the PC would be so kind as to come to Suzail its delivery could quick and simple (like it's ever that simple :devil:). Ale & whores, friend. Ale & whores. The funny thing about money is that if you give it to people they will find a way to spend it. [/QUOTE]
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