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How to make treasure more interesting, or, I miss Treasure Types A-Z!
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<blockquote data-quote="Tuft" data-source="post: 5045906" data-attributes="member: 60045"><p>Well, the problem is kind of built into the system itself. In order to make the PC:s power curve predictable and... well, even more predictable, the items are both limited and very specific. No sudden "hey look, I can fly" or "hey look, I can walk through walls" surprising the DM (or scenario writers). I would not be surprised if I found an item that's only usable by an one-legged pirate dragonborn with a squint... but only if he multiclassed into ninja <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The narrowness makes wish-listing and/or buying necessary. How fun is it to get just what in WoW would be called "vendor trash"? (A more accurate name than "treasure", indeed!) And with a lousy pay from the vendor? It's like being eight years old and only getting home-knitted socks and sweaters for Christmas... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My DM soon grew tired of handling wish-lists - especially as everybody more or less had to rewrite their lists as soon as they got one of their items, as the gain of one item made the wish for another superfluous due to overlapping functions. </p><p></p><p>What we got instead was that items disenchanted at 100% value instead of the RAW 20% - enabling us to create equal value items. <em>Having a wish-list meant that we got the things we wanted anyway</em>, so why go the round-about way instead of cutting to the chase and making the items ourselves? At least that way those that invested in item creation rituals got some mileage and some role-play out of them.</p></blockquote><p></p>
[QUOTE="Tuft, post: 5045906, member: 60045"] Well, the problem is kind of built into the system itself. In order to make the PC:s power curve predictable and... well, even more predictable, the items are both limited and very specific. No sudden "hey look, I can fly" or "hey look, I can walk through walls" surprising the DM (or scenario writers). I would not be surprised if I found an item that's only usable by an one-legged pirate dragonborn with a squint... but only if he multiclassed into ninja :) The narrowness makes wish-listing and/or buying necessary. How fun is it to get just what in WoW would be called "vendor trash"? (A more accurate name than "treasure", indeed!) And with a lousy pay from the vendor? It's like being eight years old and only getting home-knitted socks and sweaters for Christmas... :) My DM soon grew tired of handling wish-lists - especially as everybody more or less had to rewrite their lists as soon as they got one of their items, as the gain of one item made the wish for another superfluous due to overlapping functions. What we got instead was that items disenchanted at 100% value instead of the RAW 20% - enabling us to create equal value items. [i]Having a wish-list meant that we got the things we wanted anyway[/i], so why go the round-about way instead of cutting to the chase and making the items ourselves? At least that way those that invested in item creation rituals got some mileage and some role-play out of them. [/QUOTE]
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