New Playtest up...

Wulf Ratbane said:
Look, the suggestion was made that instead of listing the gp value of magic items, we'd list the gp value of non-magical items. If space is an issue, that solution is off the table.

I wouldn't say so. Listing the GP value for each of the half-dozen magic items possessed by each of the four high-level NPCs in a particular encounter would take up a lot more space than listing the GP value for a few statues/tapestries/art objects in the room. The treasure can easily be combined into much bigger chunks, while that doesn't work with magic items thanks to the exponential nature of their price increases (if you need a bad guy to have 4 points of AC from magic items, a ring of protection +4 costs twice as much as a ring of protection +2 and an amulet of natural armor +2 combined).
 

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Grog said:
Well, given that I've read through dozens of published 3.x adventures by this point and haven't yet seen one that does this, I'm guessing there's probably a good reason why it isn't done.

Probably because you'll have to look it up for its effects, anyway. You know, for the off-chance that you won't just sell it. :p

And frankly, the stuff you don't have to look up for its effects (+1 sword, +3 res cloak), you won't have to look up for price, either (2300 + weapon, which is neglegible, 9000)
 

Wulf Ratbane said:
Pearl encrusted gold statue of Blipdoolpoolp (3000 gp)
and
+1 longsword (2000 gp)

Funny, I thought you would have the first person in line to advocate reducing magic item influence and increasing player abilities. My assumption was that, overall, he was indicating a potential reduction in treasure of all kinds.

For my group, accounting has become a more sizable part of the game than I'd like. Since most magical treasure gets divied up and sold, I'd be glad to reduce the whole accounting aspect and return magical items to more rare and flavorful stuff...and yes, that includes Merlynd's motherlovin' Spoon. :)
 

WizarDru said:
For my group, accounting has become a more sizable part of the game than I'd like. Since most magical treasure gets divied up and sold, I'd be glad to reduce the whole accounting aspect and return magical items to more rare and flavorful stuff...and yes, that includes Merlynd's motherlovin' Spoon. :)

Same.

The accounting required after 4-6+ sessions of play takes too long and it isn't very fun. It's also very unrealistic when the party goes back to town with dozens of weapons, suits of armor, shields, objects d'art, etc in tow.
 

WizarDru said:
Funny, I thought you would have the first person in line to advocate reducing magic item influence and increasing player abilities. My assumption was that, overall, he was indicating a potential reduction in treasure of all kinds.

That's how I read it.
 

WizarDru said:
Funny, I thought you would have the first person in line to advocate reducing magic item influence and increasing player abilities.

No, I just recognize that there's a difference between what is right for me and what is right for Dungeons & Dragons.

And remember, there is a difference between reducing the number of magic items in D&D, and reducing the power level of D&D. If you leave the power level the same, and just remove the magic items, you get... Well, you get Iron Heroes, I suppose.

I want to play D&D, with all its spells and magic items and big piles of dead bad guys.

I just want it not to break down by 10th level and become a totally different kind of game.

You know-- "Sweet Spot."
 

ThirdWizard said:
That's how I read it.

I mentioned that was one possible way to read it:
http://www.enworld.org/showpost.php?p=3728021&postcount=57

Killing bad guys and taking their stuff.

If taking their stuff isn't important anymore, that's a huge departure from D&D's core story.

If that's the case, I'm not saying it can't work-- just that it would be a huge shift.

Such a huge shift I just flat out don't believe it will happen. (Ergo, my reading of that playtest snippet must be off!)

EDIT: Of all the things that the Design team may do with 4e, rewriting the Core Story of D&D would be at the bottom of the list. I dare say it is the single most compelling and functional aspect of D&D. It is definitely working as intended.
 
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WizarDru said:
that includes Merlynd's motherlovin' Spoon. :)

Its not overly hard to "divide" an item that created oatmeal for the party. It is hard to divide up the Ring of Awesome McBadassery, 100 gold and a coupon for a 2 for 1 mutton dinner.

When gold cant be used to purchase anything mechanically advantageous, it loses a lot of its luster for many players.

Thats the problem with making items more rare and decreasing the mechanical utility of cash.
 

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