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General Tabletop Discussion
*TTRPGs General
"I don't like my Christmas present" -- do you enjoy getting treasure?
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<blockquote data-quote="Noumenon" data-source="post: 5831264" data-attributes="member: 70102"><p>So let's look at my list of things that make players in this thread excited to get treasure.</p><p></p><p></p><p></p><p>Out of all of it, I think the best way to make treasure exciting is the last two. "Hey! An upgrade!" is the easiest way to intuit what kind of thing the character really wants. And stuff that might inspire a player to change their character would be really interesting. Like, a folding boat is not going to make anyone become a sailor, but a robe of bones just might make someone become a necromancer.</p><p></p><p>A lot of people get excited by the unknown and mysterious magic items. I don't think those work for me. First, those mysteries take a lot of the DM's time to design and keep track of. Second, they often never get explored, like any other plot hook. This is especially the case because <em>identify</em> doesn't usually work on them, leading to something where you don't know what it does and never find out. </p><p></p><p>Third, I think our group require the validation of knowing we're playing the "real" game, which is why we use core-books-only, monsters all from the MM with class levels, and rigid adherence to grapple rules. Made-up magic items feel like playing pretend. (I don't know if we're consistent about this since we do all kinds of story-game stuff like narrating why you fail and plot points.) </p><p></p><p>What do you think about the idea of not being able to sell magic items? One thing that makes items less exciting is that their worth in gp exerts a counter-pull of excitingness that limits the excitement of the item. This was the case for the oathbow. I remember having a 20% sellback instead of 50% to address this. It allowed me to put twice as many magic items in the treasure, but I'm not sure how well it worked.</p></blockquote><p></p>
[QUOTE="Noumenon, post: 5831264, member: 70102"] So let's look at my list of things that make players in this thread excited to get treasure. Out of all of it, I think the best way to make treasure exciting is the last two. "Hey! An upgrade!" is the easiest way to intuit what kind of thing the character really wants. And stuff that might inspire a player to change their character would be really interesting. Like, a folding boat is not going to make anyone become a sailor, but a robe of bones just might make someone become a necromancer. A lot of people get excited by the unknown and mysterious magic items. I don't think those work for me. First, those mysteries take a lot of the DM's time to design and keep track of. Second, they often never get explored, like any other plot hook. This is especially the case because [i]identify[/i] doesn't usually work on them, leading to something where you don't know what it does and never find out. Third, I think our group require the validation of knowing we're playing the "real" game, which is why we use core-books-only, monsters all from the MM with class levels, and rigid adherence to grapple rules. Made-up magic items feel like playing pretend. (I don't know if we're consistent about this since we do all kinds of story-game stuff like narrating why you fail and plot points.) What do you think about the idea of not being able to sell magic items? One thing that makes items less exciting is that their worth in gp exerts a counter-pull of excitingness that limits the excitement of the item. This was the case for the oathbow. I remember having a 20% sellback instead of 50% to address this. It allowed me to put twice as many magic items in the treasure, but I'm not sure how well it worked. [/QUOTE]
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"I don't like my Christmas present" -- do you enjoy getting treasure?
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