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<blockquote data-quote="fenriswolf456" data-source="post: 5843526" data-attributes="member: 6687664"><p>If your group is used to this kind of thinking, then sure, a bargain. Some players though, are going to see it as paying his mercernary friends for the right to use an item to benefit the group. A lot of items will lose their lustre if there's a price tag attached.</p><p> </p><p>I still really fail to see how the other party members lose out. The items are being used to help the entire group take on greater challenges, so that you can get more gold and items. It's not like the group is gaining any more gold by a PC buying an item from the group. If your group is really that hard up for gold, why not have a party treasury instead. Someone keeps track of all the gold, and you decide as a group what best serves the party. This way your mage can get those rituals the party needs, or you can get those healing potions, or help poor Clarence the Cleric get his magical mace.</p><p> </p><p></p><p> </p><p>No, it's more like bargain basement shopping, with people out to kill you for daring to even step into the store. <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></p><p> </p><p>Then the rest of you say "The rest of us like not missing too, so lets split the potions up more evenly." or "You know, you're right, the more you hit, the better you are as a defender, and that saves us from being attacked more often so we don't have to keep buying all these healing potions."</p><p> </p><p>I think it's just coming down to perception issues. You and your group seem to have the mind set that you're individuals who happen to be travelling to the same places, so yes, splitting up the treasure by cost, even items, works just fine for that.</p><p> </p><p>For my groups, we tend to treat ourselves as a party, so we have a party treasury, to help pay for those things we're lacking from our adventuring, and we decide which character gets the best use out of an item and give it to them. Some items are certainly tailored for only one character, but other times it's something more general that most anyone can make use of.</p><p> </p><p></p><p> </p><p>Sure, and for paying for items no one else wanted or could use, he now makes it easier for _all of you_ to get by those deadly traps, or open up that chest with chieftan's gold in it, or hit that viscious dragon more often and helping to kill it faster before it rips poor Clarence to pieces.</p><p> </p><p></p><p> </p><p>Not really. You're talking 1/5 of 1/5 of the price of an item. Going by that alone, you're looking at getting paid for 20-25 items that have been taken by other party members before you could afford to buy one yourself, and that's if you don't get any items in that time for which you subsequently paid out for.</p><p> </p><p>Lets say you got absolutely no items by the time you're level 6, so 20 items.</p><p> </p><p>34,400 total item value => 6,880 resalue value => 1,376 gold burning a hole in your pocket. So after turning down items for the gold, you can now afford a level 5 item, or a couple of level 3s.</p><p> </p><p>But, more than likely, you also got items. It's too much to go through every example and combination, but say you got a level 2, 4, 6, and 8 item. That comes out to you paying the others in the group 1049.6 gold.</p><p> </p><p>So, after weeks of play and passing through 5 levels, you've gained just over 300 gold. </p><p> </p><p>This is why some of us don't jive with your system, it just seems to us to be a lot of work for little overall gain. </p><p> </p><p></p><p> </p><p>It's not quite the same.</p><p> </p><p>Your system is "Your brother gets an Xbox, but only if he pays you $50 of his allowance money. Now you can go get that Wii game if you want. Though consider holding on to that money, as you may just get that new bike in a few months, and have to pay him $60."</p><p> </p><p>It really looks like you're just shifting a small amount of gold around all the time. But I can see how that can be important if your group is dividing up the gold and you're expected to outfit yourself on your own. It's also a benefit if you happen to not be wanting any of the items found.</p><p> </p><p>I do think it will take away from the attractiveness of items. </p><p> </p><p></p><p> </p><p>I don't think anyone is arguing that it isn't fair, just that, at least to me, it seems to take out some of the fun factor out of the game when you start bringing out the abacus to divvy out the treasure. It doesn't seem as glorious to have gained the Majestic Orb of Roundness when you have to pay your friends for it.</p><p> </p><p></p><p> </p><p>Certainly, in the short term. But most D&D groups play in campaigns where they expect to gain quite a few levels and gather a number of magical items. Sure, you may be the one who didn't get a magic item after first level, so you got roughly 150 gold extra from the treasure haul. Next adventure level, you do manage to get a couple of items, and you've since had to pay that 150 gold plus more from your share, but then you get some back, and then pay more, and so on up through the levels. </p><p> </p><p>Looking at it long term, you're not really getting anything out of this other than some fun moving gold back and forth. Again, if this is something you and your group enjoys, more power to you. </p><p> </p><p></p><p> </p><p>I rather despise wish lists in general. I do like the idea of letting the DM know what sort of items you're looking for. I do think players should have some input in the direction they'd like to see their characters go, rather than just get random loot all the time that they only take because it's better than not having a magic item at all. It could give the DM some ideas, pointing out items that are interesting.</p><p> </p><p></p><p> </p><p>I'm getting to 30 years of playing rpgs, and got in late on the MMO train, of which I've since gotten off of.</p><p> </p><p>Personally, I don't find gank-fests fun. Tastes vary, sure, but I don't see the fun in taking your level 1 character outside of town and being killed by level 20 bandits just because they want your stuff, or worse, for a laugh. I'd doubt players in D&D would find that enjoyable as well.</p><p> </p><p></p><p> </p><p>For my game, I'm planning more random loot for the party to come across. I'll tailor a bit for the party, because there's little point in putting a magic item in the treasure if absolutely no one is going to use it. It may as well just be gold in that case. But just because the melee characters want to use swords, doesn't mean I won't throw in the odd mace.</p><p> </p><p>I haven't really noticed dying less now than I did back in 1st and 2nd ed. It's certainly harder to just outright and die, certainly, as PCs aren't as fragile as they were, but then neither are a lot of the creatures they're facing now.</p><p> </p><p>The amount of magic is totally up to the DM. I'm not sure if it's really more, just that the distribution is much more evenly spread out over the levels in 4E, as opposed to the more geometric distribution of previous editions. But that's for another disussion.</p></blockquote><p></p>
[QUOTE="fenriswolf456, post: 5843526, member: 6687664"] If your group is used to this kind of thinking, then sure, a bargain. Some players though, are going to see it as paying his mercernary friends for the right to use an item to benefit the group. A lot of items will lose their lustre if there's a price tag attached. I still really fail to see how the other party members lose out. The items are being used to help the entire group take on greater challenges, so that you can get more gold and items. It's not like the group is gaining any more gold by a PC buying an item from the group. If your group is really that hard up for gold, why not have a party treasury instead. Someone keeps track of all the gold, and you decide as a group what best serves the party. This way your mage can get those rituals the party needs, or you can get those healing potions, or help poor Clarence the Cleric get his magical mace. No, it's more like bargain basement shopping, with people out to kill you for daring to even step into the store. :p Then the rest of you say "The rest of us like not missing too, so lets split the potions up more evenly." or "You know, you're right, the more you hit, the better you are as a defender, and that saves us from being attacked more often so we don't have to keep buying all these healing potions." I think it's just coming down to perception issues. You and your group seem to have the mind set that you're individuals who happen to be travelling to the same places, so yes, splitting up the treasure by cost, even items, works just fine for that. For my groups, we tend to treat ourselves as a party, so we have a party treasury, to help pay for those things we're lacking from our adventuring, and we decide which character gets the best use out of an item and give it to them. Some items are certainly tailored for only one character, but other times it's something more general that most anyone can make use of. Sure, and for paying for items no one else wanted or could use, he now makes it easier for _all of you_ to get by those deadly traps, or open up that chest with chieftan's gold in it, or hit that viscious dragon more often and helping to kill it faster before it rips poor Clarence to pieces. Not really. You're talking 1/5 of 1/5 of the price of an item. Going by that alone, you're looking at getting paid for 20-25 items that have been taken by other party members before you could afford to buy one yourself, and that's if you don't get any items in that time for which you subsequently paid out for. Lets say you got absolutely no items by the time you're level 6, so 20 items. 34,400 total item value => 6,880 resalue value => 1,376 gold burning a hole in your pocket. So after turning down items for the gold, you can now afford a level 5 item, or a couple of level 3s. But, more than likely, you also got items. It's too much to go through every example and combination, but say you got a level 2, 4, 6, and 8 item. That comes out to you paying the others in the group 1049.6 gold. So, after weeks of play and passing through 5 levels, you've gained just over 300 gold. This is why some of us don't jive with your system, it just seems to us to be a lot of work for little overall gain. It's not quite the same. Your system is "Your brother gets an Xbox, but only if he pays you $50 of his allowance money. Now you can go get that Wii game if you want. Though consider holding on to that money, as you may just get that new bike in a few months, and have to pay him $60." It really looks like you're just shifting a small amount of gold around all the time. But I can see how that can be important if your group is dividing up the gold and you're expected to outfit yourself on your own. It's also a benefit if you happen to not be wanting any of the items found. I do think it will take away from the attractiveness of items. I don't think anyone is arguing that it isn't fair, just that, at least to me, it seems to take out some of the fun factor out of the game when you start bringing out the abacus to divvy out the treasure. It doesn't seem as glorious to have gained the Majestic Orb of Roundness when you have to pay your friends for it. Certainly, in the short term. But most D&D groups play in campaigns where they expect to gain quite a few levels and gather a number of magical items. Sure, you may be the one who didn't get a magic item after first level, so you got roughly 150 gold extra from the treasure haul. Next adventure level, you do manage to get a couple of items, and you've since had to pay that 150 gold plus more from your share, but then you get some back, and then pay more, and so on up through the levels. Looking at it long term, you're not really getting anything out of this other than some fun moving gold back and forth. Again, if this is something you and your group enjoys, more power to you. I rather despise wish lists in general. I do like the idea of letting the DM know what sort of items you're looking for. I do think players should have some input in the direction they'd like to see their characters go, rather than just get random loot all the time that they only take because it's better than not having a magic item at all. It could give the DM some ideas, pointing out items that are interesting. I'm getting to 30 years of playing rpgs, and got in late on the MMO train, of which I've since gotten off of. Personally, I don't find gank-fests fun. Tastes vary, sure, but I don't see the fun in taking your level 1 character outside of town and being killed by level 20 bandits just because they want your stuff, or worse, for a laugh. I'd doubt players in D&D would find that enjoyable as well. For my game, I'm planning more random loot for the party to come across. I'll tailor a bit for the party, because there's little point in putting a magic item in the treasure if absolutely no one is going to use it. It may as well just be gold in that case. But just because the melee characters want to use swords, doesn't mean I won't throw in the odd mace. I haven't really noticed dying less now than I did back in 1st and 2nd ed. It's certainly harder to just outright and die, certainly, as PCs aren't as fragile as they were, but then neither are a lot of the creatures they're facing now. The amount of magic is totally up to the DM. I'm not sure if it's really more, just that the distribution is much more evenly spread out over the levels in 4E, as opposed to the more geometric distribution of previous editions. But that's for another disussion. [/QUOTE]
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