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I’m Thinking of Giving 4e Another Shot
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<blockquote data-quote="Samuel Leming" data-source="post: 4814034" data-attributes="member: 16462"><p>Five pages already! I hope everyone will forgive me for not responding to each point individually. I do appreciate all the advice and responses though. Well, all of them except for the suggestions to give up and get gone. <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'm glad to see that the discussion on stunts will to be useful to more than just me. That's the kind of stuff I was hoping for.</p><p></p><p>Anyway, onward.</p><p></p><p><strong>Skill Challenges</strong></p><p></p><p>Ok, those changes make the skill challenges much easier. Maybe too easy. The math for working out the probabilities is easy, but more than just a little tedious. If I were to make much use of this system I'd write a small program to work out the numbers for me.</p><p></p><p>Skill challenges are presented as being optional. I've done fine up till now just playing through these kind of things and winging it, but I'm glad the option is there if I need them. I don't see that they're a hindrance to my play style at all so I don’t really think they’re an issue.</p><p></p><p><strong>Treasure Parcels II</strong></p><p></p><p>I've reread the treasure information in the DMG and it's just as prescriptive and depressing as I remember it being. I can't use that.</p><p></p><p>I suspect that the 4e treasure system was designed around the thought of just getting the task done and going on with the rest of the game. Well, that’s understandable, but I want a bit more verisimilitude. I’ve found over the past thirty years that players generally appreciate it.</p><p></p><p><strong>Selling Treasure</strong></p><p></p><p>Selling your treasure, including your magic items, defaults to netting you one fifth its market value? Yikes! Maybe if you dump your loot with the first person willing to take it. I understand that the rules are trying to give players an incentive to keep the magic they find, but that’s not my goal. My goal is to encourage players to explore the world through their characters and then react to whatever situations they find themselves in as their characters would be inclined.</p><p></p><p>If a character is willing to take the time to find a broker for magic items I’d let that character sell the item for around half price. If the character is willing to take the time to go a few steps further and actually look for a final buyer that actually needs the item they should be able to net somewhere around full market price. Now if the character would go so far as to research the history of the item and look for a buyer that would want it for its sentimental or historical reasons I’d even go so far as to let him get 125% or even 150% for it.</p><p></p><p>I’m never really worried too much about characters getting too much money. In addition to keeping up their magical bling they’ve got general expenses, property upkeep, hireling costs & even taxes to worry about.</p><p></p><p><strong>Astral Diamonds</strong></p><p></p><p>I’d forgotten all about these things. Other than planar currency what are they used for? Who’s backing these things up? A money god? Will this money god give you god bonds if you bring in these astral diamonds?</p><p></p><p>Yes, I know, once again the idea is to just get on with it, but usually financial transactions at that level would be handled using financial instruments issued by banks or governments rather then glowing million dollar bills. I’ll let the concept percolate in the back of my mind for awhile. Maybe I’ll come up with something cool involving them, or one of you guys will.</p></blockquote><p></p>
[QUOTE="Samuel Leming, post: 4814034, member: 16462"] Five pages already! I hope everyone will forgive me for not responding to each point individually. I do appreciate all the advice and responses though. Well, all of them except for the suggestions to give up and get gone. :p I'm glad to see that the discussion on stunts will to be useful to more than just me. That's the kind of stuff I was hoping for. Anyway, onward. [B]Skill Challenges[/B] Ok, those changes make the skill challenges much easier. Maybe too easy. The math for working out the probabilities is easy, but more than just a little tedious. If I were to make much use of this system I'd write a small program to work out the numbers for me. Skill challenges are presented as being optional. I've done fine up till now just playing through these kind of things and winging it, but I'm glad the option is there if I need them. I don't see that they're a hindrance to my play style at all so I don’t really think they’re an issue. [B]Treasure Parcels II[/B] I've reread the treasure information in the DMG and it's just as prescriptive and depressing as I remember it being. I can't use that. I suspect that the 4e treasure system was designed around the thought of just getting the task done and going on with the rest of the game. Well, that’s understandable, but I want a bit more verisimilitude. I’ve found over the past thirty years that players generally appreciate it. [B]Selling Treasure[/B] Selling your treasure, including your magic items, defaults to netting you one fifth its market value? Yikes! Maybe if you dump your loot with the first person willing to take it. I understand that the rules are trying to give players an incentive to keep the magic they find, but that’s not my goal. My goal is to encourage players to explore the world through their characters and then react to whatever situations they find themselves in as their characters would be inclined. If a character is willing to take the time to find a broker for magic items I’d let that character sell the item for around half price. If the character is willing to take the time to go a few steps further and actually look for a final buyer that actually needs the item they should be able to net somewhere around full market price. Now if the character would go so far as to research the history of the item and look for a buyer that would want it for its sentimental or historical reasons I’d even go so far as to let him get 125% or even 150% for it. I’m never really worried too much about characters getting too much money. In addition to keeping up their magical bling they’ve got general expenses, property upkeep, hireling costs & even taxes to worry about. [B]Astral Diamonds[/B] I’d forgotten all about these things. Other than planar currency what are they used for? Who’s backing these things up? A money god? Will this money god give you god bonds if you bring in these astral diamonds? Yes, I know, once again the idea is to just get on with it, but usually financial transactions at that level would be handled using financial instruments issued by banks or governments rather then glowing million dollar bills. I’ll let the concept percolate in the back of my mind for awhile. Maybe I’ll come up with something cool involving them, or one of you guys will. [/QUOTE]
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