Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magical item game balance that does not muck with economics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="darkrose50" data-source="post: 4335874" data-attributes="member: 70793"><p>Expectations for the post:</p><p>1. I don’t want to hear about how you hate economics, and are fine with gold as equipment points. This is a discussion about people who want to do things with gold other than buy equipment, and not be penalized. This is a post about people who want to have the choice to sell a magical item for anything other than 20% of its crafting value.</p><p>2. Do not tell me what I think is fun, or not. </p><p>3. Contribute. </p><p></p><p>Preemptive counter arguments:</p><p>1. Economic rules do not need to be complicated to be more realistic than magical items sell for 20%.</p><p>2. One would not need to role-play economics.</p><p>3. You don’t have to make selling magical items suck as an option to make magical items cool.</p><p>4. Removing the wealth cap will not make all characters bazillionairs.</p><p>5. Characters have choices, and having a marketable non-adventuring skill is a choice. It is okay for one character to be more capable in one area, including economics, than another. Just like it is okay for one character to have a higher strength than another.</p><p>6. You did not read the rules. You can use an action point to attune an item immediately.</p><p>7. Economics is part of being human. Even our mating rituals have economics in there. Take for example an engagement ring. It is exiting because it is expensive. Part of the human mating ritual is the male using up economic resources on exciting things to impress the female (diner, dancing, jewelry, movies, flowers, presents). Dating and the mating ritual sure is exiting. If economics are such a large part of our mating ritual, why cant they be a part of magical items?</p><p>8. Buying things are exiting. Ever buy a house, or go to a home warming party? People dig spending money on crap. </p><p></p><p>-----Okay now on with the show-----</p><p></p><p>Magical item game balance that does not muck with economics</p><p></p><p><strong> 4E economics as it stands </strong> </p><p>o Gold pieces act like equipment points. </p><p>o Gold pieces (equipment points) will primarily be spent on magical items.</p><p>o Limit gold, and in doing so limit a characters access to buying magical items (power). </p><p>o There is no economy. Gold pieces are reward points that are spent on magical items. </p><p>o Every character should have X gold pieces in equipment (magical items) at Y level.</p><p>o Every character should get a full share, and end up with the same amount of gold pieces to spend on magical items.</p><p>o You can trade in a found magical item for a magical item that is one level lower in power.</p><p>o There are no crafting rules. Crafting would mean that crafters would have the possibility of making more gold than non-crafters. More gold would mean more magical items, and in turn would mean more power. </p><p></p><p><strong> Cons </strong></p><p>o Thinking economically is punished. Intelligent economic thought dealing with problem solving, social interaction, and meeting supply and demand is punished.</p><p>o Spending gold on anything but equipment (emphasis on magical items) is punished. </p><p>o Everything the character sells, sells for 20% of the crafting cost regardless of a characters charisma or diplomacy. This could be fixed with a skill challenge (see below for the problems inherit in doing so).</p><p>o One can not craft anything, and make a profit. This could be fixed with a skill challenge (see below for the problems inherit in doing so).</p><p>o One can not provide a service, and make a profit. This could be fixed with a skill challenge (see below for the problems inherit in doing so).</p><p>o One can not act as a middle man, and make a profit. This could be fixed with a skill challenge (see below for the problems inherit in doing so).</p><p>o One can not trade a level 3 magical item for a level 3 magical item. One must trade five level 3 magical items for one level 3 magical item. It does not mater what the characters charisma or diplomacy happens to be. This could be fixed with a skill challenge (see below for the problems inherit in doing so).</p><p>o Using a skill challenge to interact with the economy may end up with a character with a higher share of the gold than the rest of the party. [I know that if I did the all the work, than I would want all of the gold].</p><p></p><p><strong> Proposed fix </strong></p><p>o Place a limit on the amount of magical items that a character can make use of at a given time at a given level. </p><p>o Limit magical items attuned by gold piece value to craft, or by level. </p><p>o Not everyone has the stuff (level) to attune to all magical items.</p><p>o It naturally takes a week for a magical item to attune to a character.</p><p>o One can still equip, and wear a magical item that is not attuned, but one cannot use any of the magical effects unless, or until, it is attuned.</p><p>o One may spend an action point at-will as a free action to attune a magical item immediately. One may do so a number of times per week equal to the better of a characters constitution or wisdom bonus (minimum 1).</p><p>o One may un-attune to a magical item at-will as a free action.</p><p>o Potions, scrolls, and one shots approved by the DM do not need to be attuned.</p><p></p><p></p><p>o Remove the selling items for 20% of the crafting cost rule.</p><p>o Allow skill challenges with economic rewards for individual characters without worrying about gold balance (magical item power) between player characters.</p><p>o Allow crafting, merchant activity, and selling of services.</p><p>o All of the above cons vanish. </p><p></p><p><strong> New cons </strong></p><p>o Now you need to tally up gold value (or level value) of magical items equipped, and attuned.</p><p>o Now players see a gold value (or level value) of magical items that they can equip (and make use of the magical bits) at there maximum. </p><p>o Some may freak out because they are not at there maximum, and may feel underpowered.</p><p>o Some may freak out because there is a visible game balance value that limits them (just like hit points, and other such rules). </p><p>o Some players may end up with more gold than others.</p></blockquote><p></p>
[QUOTE="darkrose50, post: 4335874, member: 70793"] Expectations for the post: 1. I don’t want to hear about how you hate economics, and are fine with gold as equipment points. This is a discussion about people who want to do things with gold other than buy equipment, and not be penalized. This is a post about people who want to have the choice to sell a magical item for anything other than 20% of its crafting value. 2. Do not tell me what I think is fun, or not. 3. Contribute. Preemptive counter arguments: 1. Economic rules do not need to be complicated to be more realistic than magical items sell for 20%. 2. One would not need to role-play economics. 3. You don’t have to make selling magical items suck as an option to make magical items cool. 4. Removing the wealth cap will not make all characters bazillionairs. 5. Characters have choices, and having a marketable non-adventuring skill is a choice. It is okay for one character to be more capable in one area, including economics, than another. Just like it is okay for one character to have a higher strength than another. 6. You did not read the rules. You can use an action point to attune an item immediately. 7. Economics is part of being human. Even our mating rituals have economics in there. Take for example an engagement ring. It is exiting because it is expensive. Part of the human mating ritual is the male using up economic resources on exciting things to impress the female (diner, dancing, jewelry, movies, flowers, presents). Dating and the mating ritual sure is exiting. If economics are such a large part of our mating ritual, why cant they be a part of magical items? 8. Buying things are exiting. Ever buy a house, or go to a home warming party? People dig spending money on crap. -----Okay now on with the show----- Magical item game balance that does not muck with economics [b] 4E economics as it stands [/b] o Gold pieces act like equipment points. o Gold pieces (equipment points) will primarily be spent on magical items. o Limit gold, and in doing so limit a characters access to buying magical items (power). o There is no economy. Gold pieces are reward points that are spent on magical items. o Every character should have X gold pieces in equipment (magical items) at Y level. o Every character should get a full share, and end up with the same amount of gold pieces to spend on magical items. o You can trade in a found magical item for a magical item that is one level lower in power. o There are no crafting rules. Crafting would mean that crafters would have the possibility of making more gold than non-crafters. More gold would mean more magical items, and in turn would mean more power. [b] Cons [/b] o Thinking economically is punished. Intelligent economic thought dealing with problem solving, social interaction, and meeting supply and demand is punished. o Spending gold on anything but equipment (emphasis on magical items) is punished. o Everything the character sells, sells for 20% of the crafting cost regardless of a characters charisma or diplomacy. This could be fixed with a skill challenge (see below for the problems inherit in doing so). o One can not craft anything, and make a profit. This could be fixed with a skill challenge (see below for the problems inherit in doing so). o One can not provide a service, and make a profit. This could be fixed with a skill challenge (see below for the problems inherit in doing so). o One can not act as a middle man, and make a profit. This could be fixed with a skill challenge (see below for the problems inherit in doing so). o One can not trade a level 3 magical item for a level 3 magical item. One must trade five level 3 magical items for one level 3 magical item. It does not mater what the characters charisma or diplomacy happens to be. This could be fixed with a skill challenge (see below for the problems inherit in doing so). o Using a skill challenge to interact with the economy may end up with a character with a higher share of the gold than the rest of the party. [I know that if I did the all the work, than I would want all of the gold]. [b] Proposed fix [/b] o Place a limit on the amount of magical items that a character can make use of at a given time at a given level. o Limit magical items attuned by gold piece value to craft, or by level. o Not everyone has the stuff (level) to attune to all magical items. o It naturally takes a week for a magical item to attune to a character. o One can still equip, and wear a magical item that is not attuned, but one cannot use any of the magical effects unless, or until, it is attuned. o One may spend an action point at-will as a free action to attune a magical item immediately. One may do so a number of times per week equal to the better of a characters constitution or wisdom bonus (minimum 1). o One may un-attune to a magical item at-will as a free action. o Potions, scrolls, and one shots approved by the DM do not need to be attuned. o Remove the selling items for 20% of the crafting cost rule. o Allow skill challenges with economic rewards for individual characters without worrying about gold balance (magical item power) between player characters. o Allow crafting, merchant activity, and selling of services. o All of the above cons vanish. [b] New cons [/b] o Now you need to tally up gold value (or level value) of magical items equipped, and attuned. o Now players see a gold value (or level value) of magical items that they can equip (and make use of the magical bits) at there maximum. o Some may freak out because they are not at there maximum, and may feel underpowered. o Some may freak out because there is a visible game balance value that limits them (just like hit points, and other such rules). o Some players may end up with more gold than others. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magical item game balance that does not muck with economics
Top