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<blockquote data-quote="Herremann the Wise" data-source="post: 5698505" data-attributes="member: 11300"><p>Land is easily restricted in that land may be ceded to a PC by a King or Duke and thus cannot be transferred to a third party. Alternatively, land either isn't worth that much because it is controlled by the Duke anyway. It is something that the player can never actually "own" unless they are the authority that creates the rules.</p><p>But the central point of this is that no one party can transfer enough wealth/power to pay the "true high cost" of powerful magical items and artifacts. To sell is to compromise and get far less for it than it's theoretical worth. Essentially, crafting an item is much more expensive than people's capacity to actually purchase it.</p><p></p><p>Again the true restriction is that no regular person/merchant can tally enough wealth to pay the true cost for a powerful magical item. They can only pay what they can afford. You will still have a handful of powerful parties such as a king, the wealthiest merchant or some planar entity or perhaps a church capable of paying the true cost for an artifact but then you have to deal with and through them and their motivations. There is no other realistic or available currency for such things apart from other magical items for direct trade. This assumes that the wealth in a particular society is either highly centralized or that the wealth of that particular society is too low and evenly spread. It also assumes that producing powerful magical items requires a huge amount of resources so as they earn their expense. It is far cheaper to steal a permanent magical item than to try and produce one. </p><p></p><p>True, like the cost of a packet of cigarettes in a WW2 prison camp. The trick is setting up a system so that the selling of an MI is a disastrous waste of resources and is no guarantee of garnering the funds to purchase one.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5698505, member: 11300"] Land is easily restricted in that land may be ceded to a PC by a King or Duke and thus cannot be transferred to a third party. Alternatively, land either isn't worth that much because it is controlled by the Duke anyway. It is something that the player can never actually "own" unless they are the authority that creates the rules. But the central point of this is that no one party can transfer enough wealth/power to pay the "true high cost" of powerful magical items and artifacts. To sell is to compromise and get far less for it than it's theoretical worth. Essentially, crafting an item is much more expensive than people's capacity to actually purchase it. Again the true restriction is that no regular person/merchant can tally enough wealth to pay the true cost for a powerful magical item. They can only pay what they can afford. You will still have a handful of powerful parties such as a king, the wealthiest merchant or some planar entity or perhaps a church capable of paying the true cost for an artifact but then you have to deal with and through them and their motivations. There is no other realistic or available currency for such things apart from other magical items for direct trade. This assumes that the wealth in a particular society is either highly centralized or that the wealth of that particular society is too low and evenly spread. It also assumes that producing powerful magical items requires a huge amount of resources so as they earn their expense. It is far cheaper to steal a permanent magical item than to try and produce one. True, like the cost of a packet of cigarettes in a WW2 prison camp. The trick is setting up a system so that the selling of an MI is a disastrous waste of resources and is no guarantee of garnering the funds to purchase one. Best Regards Herremann the Wise [/QUOTE]
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