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<blockquote data-quote="Li Shenron" data-source="post: 6071567" data-attributes="member: 1465"><p>That's the main thing I've been trying to say.</p><p></p><p>Adventuring equipment and non-adventuring properties should be separate things.</p><p></p><p>Because the "value" of one doesn't directly equate to the other, especially when you consider that probably the most common case is for a gaming group to focus the game on adventures hence valuing adventuring equipment much more, and maybe just maybe include non-adventuring management at high levels. But there are also groups who are longing for a game without the amount of magic gear typical of 3ed, to which the economy of magic item is an unwelcome baggage.</p><p></p><p>Generally speaking I would definitely want the game to provide good guidelines on the possible values of non-adventuring properties. But it's just damn hard to "connect" them with the values of adventuring gear. </p><p></p><p>In a sense, I'm probably wishing for a system where magic items (and very special items, such as mithril armors or legendary weapons) are priceless: you never buy them or sell them (maybe except very minor ones like healing potions), but you might exchange them for others, or for services and deeds, on a circumstance basis defined by the DM. </p><p>Everything else will have a sensible price, but this would most likely mean that the price of mundane adventuring equipment will be very important for low level characters, and after a few levels it would become irrelevant, when a couple of generous gold chests of treasure would practically mean you can just buy any weapon or armor you want, probably just around the level when your character's martial damage dice makes the base weapon damage dice matter almost nothing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6071567, member: 1465"] That's the main thing I've been trying to say. Adventuring equipment and non-adventuring properties should be separate things. Because the "value" of one doesn't directly equate to the other, especially when you consider that probably the most common case is for a gaming group to focus the game on adventures hence valuing adventuring equipment much more, and maybe just maybe include non-adventuring management at high levels. But there are also groups who are longing for a game without the amount of magic gear typical of 3ed, to which the economy of magic item is an unwelcome baggage. Generally speaking I would definitely want the game to provide good guidelines on the possible values of non-adventuring properties. But it's just damn hard to "connect" them with the values of adventuring gear. In a sense, I'm probably wishing for a system where magic items (and very special items, such as mithril armors or legendary weapons) are priceless: you never buy them or sell them (maybe except very minor ones like healing potions), but you might exchange them for others, or for services and deeds, on a circumstance basis defined by the DM. Everything else will have a sensible price, but this would most likely mean that the price of mundane adventuring equipment will be very important for low level characters, and after a few levels it would become irrelevant, when a couple of generous gold chests of treasure would practically mean you can just buy any weapon or armor you want, probably just around the level when your character's martial damage dice makes the base weapon damage dice matter almost nothing ;) [/QUOTE]
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