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<blockquote data-quote="pukunui" data-source="post: 4297696" data-attributes="member: 54629"><p>Can you go into any detail on these or point to their origin?</p><p></p><p>What's "disads"?</p><p></p><p>I like this one. However, I don't have much of an issue with the "magic item economy" thing. In fact, I think putting a gold piece value on everything works well in this edition because they also have a very specific wealth-by-level table. That means that you can easily insert stuff like residuum or even the cost of ritual components as treasure by subtracting their gp cost from the total amount of treasure the PCs are supposed to get for that level. That is, instead of telling a player his PC has to go and buy Xgp of rare oils in order to do his ritual, you can instead either have that gp cost go into finding out where to obtain those oils and then having the player collect them himself or else just quietly subtract the cost from the total treasure amount for that encounter or level and let the player be none the wiser (thinking he's getting them for free or whatever). I hope that makes some sense.</p><p></p><p>Basically what I'm getting at is that by assigning a gp cost to everything and then creating a very good treasure table, I think it'll be even easier to pull those things <em>out</em> of the economy because you know exactly how much they are "worth" in comparison to other things.</p><p></p><p></p><p></p><p>New house rules (both taken from Keith Baker):</p><p></p><p>1) Action points can be used to reroll failed skill checks during Skill Challenges.</p><p>2) Natural 20 on a skill counts as two successes.</p><p></p><p>New proposed house rule:</p><p></p><p>Instead of races getting bonuses to static ability scores, I'm considering giving each race a group of abilities that the player can choose from when placing the bonuses. I've gotten this idea from another poster. The idea is that instead of, say, elves getting a +2 Dex / +2 Wis, they get two +2 modifiers to their choice of Str, Dex, or Wis (and possibly Con). This makes races a lot more flexible and doesn't tie them to specific classes as much. If I go with this rule, I might make it so humans can choose their bonus at-will from any class to compensate.</p></blockquote><p></p>
[QUOTE="pukunui, post: 4297696, member: 54629"] Can you go into any detail on these or point to their origin? What's "disads"? I like this one. However, I don't have much of an issue with the "magic item economy" thing. In fact, I think putting a gold piece value on everything works well in this edition because they also have a very specific wealth-by-level table. That means that you can easily insert stuff like residuum or even the cost of ritual components as treasure by subtracting their gp cost from the total amount of treasure the PCs are supposed to get for that level. That is, instead of telling a player his PC has to go and buy Xgp of rare oils in order to do his ritual, you can instead either have that gp cost go into finding out where to obtain those oils and then having the player collect them himself or else just quietly subtract the cost from the total treasure amount for that encounter or level and let the player be none the wiser (thinking he's getting them for free or whatever). I hope that makes some sense. Basically what I'm getting at is that by assigning a gp cost to everything and then creating a very good treasure table, I think it'll be even easier to pull those things [i]out[/i] of the economy because you know exactly how much they are "worth" in comparison to other things. New house rules (both taken from Keith Baker): 1) Action points can be used to reroll failed skill checks during Skill Challenges. 2) Natural 20 on a skill counts as two successes. New proposed house rule: Instead of races getting bonuses to static ability scores, I'm considering giving each race a group of abilities that the player can choose from when placing the bonuses. I've gotten this idea from another poster. The idea is that instead of, say, elves getting a +2 Dex / +2 Wis, they get two +2 modifiers to their choice of Str, Dex, or Wis (and possibly Con). This makes races a lot more flexible and doesn't tie them to specific classes as much. If I go with this rule, I might make it so humans can choose their bonus at-will from any class to compensate. [/QUOTE]
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