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General Tabletop Discussion
D&D Older Editions
Points of Light, Dawn War, and Magic Item Economy (4e)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7822714" data-attributes="member: 82106"><p>Sure, it works fine, was the original way of doing things... I just mean that, generally speaking, most people STILL playing 4e are into it for reasons that involve a real interest in/love for that system, and it is generally a little more interesting with inherent bonuses. Anyway, they have been pretty popular for years.</p><p></p><p>There is really, mathematically, very little difference between DMG1 and RC in parcel value and distribution. I only chose to use it in my analysis since it forms the most updated version of the rules. Total parcel value and ratio of magic to treasure is pretty much identical between them. Yes, there are some items which are useful to PCs of any level and don't decline in value. These are often the best and most frequent targets for production/purchase. Still, there are only so many such items out there. More importantly, if you don't use the RC parcels and rarity rules then you shouldn't use the RC rules on daily item uses (it is all a big package). In that case most of the items you refer to become MUCH MUCH less valuable, as they suddenly require fairly rare and valuable daily use slots which players are loathe to expend on fairly minor effects! This is what was wrong with the whole system, it discouraged the use of these interesting, but not critical, items. Not to say they NEVER see use, but there's a reason to only make items of this ilk MUCH lower than your level, they're cheap and you can carry a lot of them in the hopes one comes in handy. The alternative is to master a lot of rituals, or buy a lot of consumables (though neither of those options can reproduce all the desirable powers).</p><p></p><p></p><p></p><p>Again, I think post-RC items ARE more interesting, potentially. The system could have been better had it been really polished from the start is all. It is a very robust and self-correcting system. Even if you gave out a HUGE treasure 5 levels higher than normal, it would simply fade into insignificance in 8 levels or so and the game would really barely change at all. We need only recall the term "Monty Haul" to recall that previous systems had no such characteristic! lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7822714, member: 82106"] Sure, it works fine, was the original way of doing things... I just mean that, generally speaking, most people STILL playing 4e are into it for reasons that involve a real interest in/love for that system, and it is generally a little more interesting with inherent bonuses. Anyway, they have been pretty popular for years. There is really, mathematically, very little difference between DMG1 and RC in parcel value and distribution. I only chose to use it in my analysis since it forms the most updated version of the rules. Total parcel value and ratio of magic to treasure is pretty much identical between them. Yes, there are some items which are useful to PCs of any level and don't decline in value. These are often the best and most frequent targets for production/purchase. Still, there are only so many such items out there. More importantly, if you don't use the RC parcels and rarity rules then you shouldn't use the RC rules on daily item uses (it is all a big package). In that case most of the items you refer to become MUCH MUCH less valuable, as they suddenly require fairly rare and valuable daily use slots which players are loathe to expend on fairly minor effects! This is what was wrong with the whole system, it discouraged the use of these interesting, but not critical, items. Not to say they NEVER see use, but there's a reason to only make items of this ilk MUCH lower than your level, they're cheap and you can carry a lot of them in the hopes one comes in handy. The alternative is to master a lot of rituals, or buy a lot of consumables (though neither of those options can reproduce all the desirable powers). Again, I think post-RC items ARE more interesting, potentially. The system could have been better had it been really polished from the start is all. It is a very robust and self-correcting system. Even if you gave out a HUGE treasure 5 levels higher than normal, it would simply fade into insignificance in 8 levels or so and the game would really barely change at all. We need only recall the term "Monty Haul" to recall that previous systems had no such characteristic! lol. [/QUOTE]
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