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Magic-Mart (AKA Solving the treasure dilemma)
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<blockquote data-quote="Nonlethal Force" data-source="post: 4793271" data-attributes="member: 35788"><p>Okay, I've been a member around these parts for a few years. Like 4 or 5 years. And most of the big complaints that I've heard revolve around the dependence of the game on a character's gear. I've heard arguments about how Disjunction is broken because it basically ends the game if successful. I've heard DMs complain (and rightly so) about how long it takes to prep treasure for encounters. I've heard DMs complain about how it is so hard to balance equipping the BBEGs with appropriate treasure because if the appropriate stuff falls into the hands of the players then they get too powerful. DMs complain about Magic-marts destroying the believability of the game world. Players complain about their DM not handing out the "right" equipment for their character's needs. Players and DMs argue about whether or not a character should get replacement gold when they use consumable resources such as potions, oils, scrolls, and wands.</p><p></p><p>It is time for this to end.</p><p></p><p>No, really. It <strong><u>is</u></strong> time for it to end. </p><p></p><p>I just wrote a product that Dreamscarred Press published in pdf form for $2.95 called <em>Complete Gear</em>. It can be found <a href="http://dreamscarredpress.com/dragonfly/Store/product/pid=54.html" target="_blank">here.</a> Within its 13 pages are words that honestly form a solution to all of the above problems. The most important one for me (and why I wrote it) is that as a DM this will save me oodles and oddles of time and allow me to be less concerned about the fragile impact that gear has on the balance of the game. Plus, it means turning things like gold and gemstones into fun commodities that can be blown on barmaids and innkeepers as opposed to being horded for magic items.</p><p></p><p>And, for those interested, it basically follows an "attunement" or "influence" model. I wouldn't quite go so far as to say an "infusion" model, because the character doesn't lose anything of themself should an item get sundered or disjoined. But it does follow an influence model while also maintaining the balance of the gp system that 3.5 already employs.</p><p></p><p>Anyway, sorry for the self-promotion. I would have putthis in the publishers forum, but I am not the publisher so I didn't want to step on anyone's toes. Also, I know that many who come to this forum are DMs, and I wanted to get the word out to them especially. And for the record, it isn't really even 3.5 specific. It could be used for any game that uses a "gold/dollar" standard for wealth.</p><p></p><p>Again, sorry for the shameless promotion. I just thought that $2.95 is a great price for removing all the treasure headaches created in an RPG game. Use the information however you would desire.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 4793271, member: 35788"] Okay, I've been a member around these parts for a few years. Like 4 or 5 years. And most of the big complaints that I've heard revolve around the dependence of the game on a character's gear. I've heard arguments about how Disjunction is broken because it basically ends the game if successful. I've heard DMs complain (and rightly so) about how long it takes to prep treasure for encounters. I've heard DMs complain about how it is so hard to balance equipping the BBEGs with appropriate treasure because if the appropriate stuff falls into the hands of the players then they get too powerful. DMs complain about Magic-marts destroying the believability of the game world. Players complain about their DM not handing out the "right" equipment for their character's needs. Players and DMs argue about whether or not a character should get replacement gold when they use consumable resources such as potions, oils, scrolls, and wands. It is time for this to end. No, really. It [b][u]is[/u][/b] time for it to end. I just wrote a product that Dreamscarred Press published in pdf form for $2.95 called [i]Complete Gear[/i]. It can be found [url=http://dreamscarredpress.com/dragonfly/Store/product/pid=54.html]here.[/url] Within its 13 pages are words that honestly form a solution to all of the above problems. The most important one for me (and why I wrote it) is that as a DM this will save me oodles and oddles of time and allow me to be less concerned about the fragile impact that gear has on the balance of the game. Plus, it means turning things like gold and gemstones into fun commodities that can be blown on barmaids and innkeepers as opposed to being horded for magic items. And, for those interested, it basically follows an "attunement" or "influence" model. I wouldn't quite go so far as to say an "infusion" model, because the character doesn't lose anything of themself should an item get sundered or disjoined. But it does follow an influence model while also maintaining the balance of the gp system that 3.5 already employs. Anyway, sorry for the self-promotion. I would have putthis in the publishers forum, but I am not the publisher so I didn't want to step on anyone's toes. Also, I know that many who come to this forum are DMs, and I wanted to get the word out to them especially. And for the record, it isn't really even 3.5 specific. It could be used for any game that uses a "gold/dollar" standard for wealth. Again, sorry for the shameless promotion. I just thought that $2.95 is a great price for removing all the treasure headaches created in an RPG game. Use the information however you would desire. [/QUOTE]
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