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*TTRPGs General
"I don't like my Christmas present" -- do you enjoy getting treasure?
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<blockquote data-quote="Zelda Themelin" data-source="post: 5832808" data-attributes="member: 167"><p>Yes. But adventure paths give less gold than should be. If you have 6 players no way to have so much gold/level there should be. Not even for 4 players. And in some cases to even for 2 players. Not even if players find all treasures. Since many items are healing potions/scrolls that are meant to be used.</p><p></p><p>I was seriously wondering why their paths don't follow (ones's I runned/played) their own guidelines.</p><p></p><p>Additionally since they got away with experience costs some spell use really much gold, look "raise dead" or those spells some dm:s hate (pathfinder has at least 3 different ways, one mundane to make ressing not work not related to actual spell cost). I lolled sadly when I saw the prices, since when gods got that greedy. Making items is naturally all about money too. I liked exp costs, I know it was too complex for many, but I found it good system.</p><p></p><p>I like my economics make sense. But all in all players are expected to have more gold, since everything costs more gold. But in the end they have less because of that.</p><p></p><p>But honestly I wasn't comparing itemization of modules to 3.5 really, but prior editions. My friends are playing AD&D running through as many modules as possible. There is so much more loot. This might relate to fact that back then you got exp based on loot, but all in all amount of random was neither.</p><p></p><p>Stingy modules of today make magic items both too rare/and too sucky for highter levels. If players on top of that get "wrong loot" it only is not dissapointing, it also heightens death-rate in game. </p><p></p><p>For you guys who never play beyond 7th level this doesn't become all that apperant. But I've played/runned many games to 20+. And I saw clear differance when I make my own adventures with mostly random (based on rule suggestion) itemization. When I run modules too it always foces you to sell/craft your own. It's only way to turn that endless +1 crap into useful money and from that to useful items.</p><p></p><p>Which might theoritacally combine into that expection money, but it won't because by the rules players are not expected to get full market price when they sell their extras. I always wonder, if module makers want to be cheap with magic why don't they just give more money/gems. Maybe it's not stingy, maybe it's lazy. So much other story and hard names, and items as afterthought, for most part.</p><p></p><p>Sometimes there is beautiful exeptions to this. I've just gone "aargh, no" so many times, I have bit lost my trust.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5832808, member: 167"] Yes. But adventure paths give less gold than should be. If you have 6 players no way to have so much gold/level there should be. Not even for 4 players. And in some cases to even for 2 players. Not even if players find all treasures. Since many items are healing potions/scrolls that are meant to be used. I was seriously wondering why their paths don't follow (ones's I runned/played) their own guidelines. Additionally since they got away with experience costs some spell use really much gold, look "raise dead" or those spells some dm:s hate (pathfinder has at least 3 different ways, one mundane to make ressing not work not related to actual spell cost). I lolled sadly when I saw the prices, since when gods got that greedy. Making items is naturally all about money too. I liked exp costs, I know it was too complex for many, but I found it good system. I like my economics make sense. But all in all players are expected to have more gold, since everything costs more gold. But in the end they have less because of that. But honestly I wasn't comparing itemization of modules to 3.5 really, but prior editions. My friends are playing AD&D running through as many modules as possible. There is so much more loot. This might relate to fact that back then you got exp based on loot, but all in all amount of random was neither. Stingy modules of today make magic items both too rare/and too sucky for highter levels. If players on top of that get "wrong loot" it only is not dissapointing, it also heightens death-rate in game. For you guys who never play beyond 7th level this doesn't become all that apperant. But I've played/runned many games to 20+. And I saw clear differance when I make my own adventures with mostly random (based on rule suggestion) itemization. When I run modules too it always foces you to sell/craft your own. It's only way to turn that endless +1 crap into useful money and from that to useful items. Which might theoritacally combine into that expection money, but it won't because by the rules players are not expected to get full market price when they sell their extras. I always wonder, if module makers want to be cheap with magic why don't they just give more money/gems. Maybe it's not stingy, maybe it's lazy. So much other story and hard names, and items as afterthought, for most part. Sometimes there is beautiful exeptions to this. I've just gone "aargh, no" so many times, I have bit lost my trust. [/QUOTE]
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"I don't like my Christmas present" -- do you enjoy getting treasure?
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