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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Prediction: 4e economy will have to change
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<blockquote data-quote="nnms" data-source="post: 5281422" data-attributes="member: 83293"><p>This.</p><p></p><p>In my upcoming Essentials-only campaign, I'm going to be basically completely separating magic times from monetary treasure. Crafting magic items will be at a minimum and purchasing them will be even rarer. They'll get oodles of magic items that they can either find a use for, break down into ritual components, or contribute into the economic system for plot benefits not normally provided by the system.</p><p></p><p>The monetary part will be about them building something great in the fantasy world. A big temple, restoring an empire, building a stronghold, whatever. Or building their reputation, throwing parties, etc.,. </p><p></p><p></p><p></p><p>I'm not planning on having their economic investments providing them with reasources they can use for combat potency is the direction I'm going to go in at all. However it is worth noting that there will be implications if someone keeps the current crafting and purchasing rules and gives tons of extra gold out of some sort of "investment" system.</p><p></p><p>I don't want a game where PCs build a network of merchants and a succesful mercenary company in order to use the proceeds to buy a +1 higher sword. I would much rather them find that extra +1 higher sword through adventuring. It's one of the reasons I don't allow a lot of crafting or magic item shops.</p><p></p><p>Other people might like that though. And the DM is going to have to make sure they have something pretty solid worked out.</p></blockquote><p></p>
[QUOTE="nnms, post: 5281422, member: 83293"] This. In my upcoming Essentials-only campaign, I'm going to be basically completely separating magic times from monetary treasure. Crafting magic items will be at a minimum and purchasing them will be even rarer. They'll get oodles of magic items that they can either find a use for, break down into ritual components, or contribute into the economic system for plot benefits not normally provided by the system. The monetary part will be about them building something great in the fantasy world. A big temple, restoring an empire, building a stronghold, whatever. Or building their reputation, throwing parties, etc.,. I'm not planning on having their economic investments providing them with reasources they can use for combat potency is the direction I'm going to go in at all. However it is worth noting that there will be implications if someone keeps the current crafting and purchasing rules and gives tons of extra gold out of some sort of "investment" system. I don't want a game where PCs build a network of merchants and a succesful mercenary company in order to use the proceeds to buy a +1 higher sword. I would much rather them find that extra +1 higher sword through adventuring. It's one of the reasons I don't allow a lot of crafting or magic item shops. Other people might like that though. And the DM is going to have to make sure they have something pretty solid worked out. [/QUOTE]
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Prediction: 4e economy will have to change
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