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No Random treasure !?!?...
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<blockquote data-quote="useridunavailable" data-source="post: 4313650" data-attributes="member: 53676"><p>Personally, I kinda like the new system. In 2e, our DM always made sure we'd get mostly items we'd actually use because there was no magical Wal Mart. In 3.X, we ended up selling 90% of the random treasure we got and buying stuff we wanted (i.e., broken stuff like Belts of Battle, Circlets of Rapid Spellcasting, etc.) To me, that took a lot of the magic out of magic. I have soooo longed for the days when magic items were <em>special</em>, and 4e tries to bring those days back.</p><p></p><p>You can think of it this way - magic items are sufficiently rare that they're worth questing for again. You might be in the proximity of a creature with a specific item because you heard that a goblin with a flaming longsword was rumored to be haunting a stretch of road not too far out of your way while you were heading to a dungeon. Of course, it requires a little suspension of disbelief, and items are also sufficiently nerfed that they need to be distributed far too often for this type of scenarion to apply to all or even most encounters. However, it could also be that your reputation as a party of powerful do-gooders (or ne'erdowells) precedes you such that enemies with items appropriate for your level actively seek <em>you</em> out to eliminate the threat.</p><p></p><p>At any rate, while it may not be believeable, IMO it's still way more <em>cool</em> and <em>fun</em> than walking down to the pony keg and grabbing a <em>carpet of flying</em> and a <em>cloak of invisibility</em> before you bail.</p><p></p><p>What I <em>don't</em> like is that, given the scarcity of magic items, how in the <em>holy living hell</em> are characters only able to get one-fifth of an item's market value for it? That's just stupid. "Hey, guys, I just found this sword whose like hasn't been seen in a hundred years! Anybody wanna give me 2 bucks for it?!?" Just plain dumb.</p></blockquote><p></p>
[QUOTE="useridunavailable, post: 4313650, member: 53676"] Personally, I kinda like the new system. In 2e, our DM always made sure we'd get mostly items we'd actually use because there was no magical Wal Mart. In 3.X, we ended up selling 90% of the random treasure we got and buying stuff we wanted (i.e., broken stuff like Belts of Battle, Circlets of Rapid Spellcasting, etc.) To me, that took a lot of the magic out of magic. I have soooo longed for the days when magic items were [i]special[/i], and 4e tries to bring those days back. You can think of it this way - magic items are sufficiently rare that they're worth questing for again. You might be in the proximity of a creature with a specific item because you heard that a goblin with a flaming longsword was rumored to be haunting a stretch of road not too far out of your way while you were heading to a dungeon. Of course, it requires a little suspension of disbelief, and items are also sufficiently nerfed that they need to be distributed far too often for this type of scenarion to apply to all or even most encounters. However, it could also be that your reputation as a party of powerful do-gooders (or ne'erdowells) precedes you such that enemies with items appropriate for your level actively seek [i]you[/i] out to eliminate the threat. At any rate, while it may not be believeable, IMO it's still way more [i]cool[/i] and [i]fun[/i] than walking down to the pony keg and grabbing a [i]carpet of flying[/i] and a [i]cloak of invisibility[/i] before you bail. What I [i]don't[/i] like is that, given the scarcity of magic items, how in the [i]holy living hell[/i] are characters only able to get one-fifth of an item's market value for it? That's just stupid. "Hey, guys, I just found this sword whose like hasn't been seen in a hundred years! Anybody wanna give me 2 bucks for it?!?" Just plain dumb. [/QUOTE]
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