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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3734215" data-attributes="member: 31506"><p>However I'd argue that players dont actually CARE about that stuff in the same fashion that they care about getting a bonus to hit, or a bonus to not being killed. They might pretend to care about fancy clothes and a good meal, but lets face it: we send out PC's into horrible conditions on a regular basis. We treck through foul sewers, harsh climates etc. In the end, we dont give 2 farts about the humidity, smell, etc unless it actually impacts the character mechanically. Given the choice between a fancy hairbrush and a new shirt and the ability to fly once per day, people are going to choose the latter. If magic items are super rare, and gold is basically useless from an empowerment status, treasure division is actually going to be harder when it boils down to one guy getting a cool new ability, and the other people getting a fancy dinner and extra hookers.</p><p></p><p>In 1st edition, it was assumed that you used the gold to get henchmen and hirelings - disposable trap finding mooks who could actually be useful in getting you more exp and magic. It was kind of like that old cocaine commercial</p><p> "I kill monsters"</p><p>"So I can get more gold"</p><p>"So I can be more powerful"</p><p>"So I can kill more monsters"</p><p></p><p>Take away the tangible reward, and you lose a lot of interest. Sure, theres always going to be players who would want the feat "Never has a bad hair day" with no mechanical effect, but I'd bet they are a very small percentage of players.</p><p></p><p>The design team needs to treat carefully in this area.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3734215, member: 31506"] However I'd argue that players dont actually CARE about that stuff in the same fashion that they care about getting a bonus to hit, or a bonus to not being killed. They might pretend to care about fancy clothes and a good meal, but lets face it: we send out PC's into horrible conditions on a regular basis. We treck through foul sewers, harsh climates etc. In the end, we dont give 2 farts about the humidity, smell, etc unless it actually impacts the character mechanically. Given the choice between a fancy hairbrush and a new shirt and the ability to fly once per day, people are going to choose the latter. If magic items are super rare, and gold is basically useless from an empowerment status, treasure division is actually going to be harder when it boils down to one guy getting a cool new ability, and the other people getting a fancy dinner and extra hookers. In 1st edition, it was assumed that you used the gold to get henchmen and hirelings - disposable trap finding mooks who could actually be useful in getting you more exp and magic. It was kind of like that old cocaine commercial "I kill monsters" "So I can get more gold" "So I can be more powerful" "So I can kill more monsters" Take away the tangible reward, and you lose a lot of interest. Sure, theres always going to be players who would want the feat "Never has a bad hair day" with no mechanical effect, but I'd bet they are a very small percentage of players. The design team needs to treat carefully in this area. [/QUOTE]
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