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Is it wrong to want a fair share?
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<blockquote data-quote="Telperion" data-source="post: 1821672" data-attributes="member: 15711"><p>Magic shops are the Evil that destroyes the value of any given magical item. Why would you carry around a <em>+3 sword</em> when you can sell it, give the shopkeeper a large amount of gold and be the happy owner of a <em>+5 Flaming Burst sword</em>? That is one fundamental flaw I try to keep out of my games.</p><p></p><p>Magical items are something that sets their owner apart from the rest of the world. They should give the (N)PC a value that cannot be calculated in gold, and even if the magic item is a "trinket" it should be valued for it's rarity alone. </p><p></p><p>When dividing loot you shouldn't be calculating gold values, because there's no one around who could / would give you gold for magical items anyway. Utility, useability and purpose should be your main goals. Even though that weird Wondrous Item you just got from the giant's cave might not seem all that interesting now it, certainly could prove useful later on.</p><p></p><p>For these particular reasons I run low magic worlds where magical items are difficult to come by, costly to create (assuming you got the feats) and <strong>not available for purchase!</strong> Well, barring the commong <em>Cure potions</em>, <em>Remove Disease</em> and <em>Remove Curse</em> you can get from your local Temple. Assuming the cleric there likes you and his God likes you too...</p></blockquote><p></p>
[QUOTE="Telperion, post: 1821672, member: 15711"] Magic shops are the Evil that destroyes the value of any given magical item. Why would you carry around a [I]+3 sword[/I] when you can sell it, give the shopkeeper a large amount of gold and be the happy owner of a [I]+5 Flaming Burst sword[/I]? That is one fundamental flaw I try to keep out of my games. Magical items are something that sets their owner apart from the rest of the world. They should give the (N)PC a value that cannot be calculated in gold, and even if the magic item is a "trinket" it should be valued for it's rarity alone. When dividing loot you shouldn't be calculating gold values, because there's no one around who could / would give you gold for magical items anyway. Utility, useability and purpose should be your main goals. Even though that weird Wondrous Item you just got from the giant's cave might not seem all that interesting now it, certainly could prove useful later on. For these particular reasons I run low magic worlds where magical items are difficult to come by, costly to create (assuming you got the feats) and [B]not available for purchase![/B] Well, barring the commong [I]Cure potions[/I], [I]Remove Disease[/I] and [I]Remove Curse[/I] you can get from your local Temple. Assuming the cleric there likes you and his God likes you too... [/QUOTE]
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