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General Tabletop Discussion
*Dungeons & Dragons
Revised Xanathar's Downtime Rules (Finalized)
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<blockquote data-quote="ad_hoc" data-source="post: 7855506" data-attributes="member: 6748898"><p>I guess I just think there is a lot of gold in the treasure hoards compared to magic items.</p><p></p><p>It's entirely reasonable to not even find a single magic weapon by level 8-10 for example. The party will have thousands and thousands of gold at that point. So they may end up spending quite a bit of downtime searching for a +1 weapon to buy. If the items are as cheap as they are in that document I would expect the party to spend most of their downtime simply buying items which I definitely want to avoid.</p><p></p><p></p><p></p><p>I see magic items as being very rare and valued. As such prices will be all over the place as individual owners are going to value them differently. So that's the theme behind the prices. As to the game reasons...</p><p></p><p>The key is that it costs a week of downtime and a roll to even sell them. The selling rates are low compared to the possible cost.</p><p></p><p>Same with buying. A week of downtime to generate 1d4 random items (or just 1 at higher rarity). If you don't want to buy what you get then you've just wasted a week. If you get a bargain you get a bargain.</p><p></p><p>My own game shapes how I've built it I'm sure.</p><p></p><p>We have 1 week of downtime between levels. Each downtime week is meant to be very significant. Just look at the favours or pieces of lore you can get for your week compared to the opportunity cost of searching for an item to buy.</p><p></p><p>The other thing is that the convention at our table is to share wealth and give magic items to those who can best use them. That's because adventures are very dangerous and character deaths and TPKs are a real possibility. Also, the party could simply lose their objectives and chances for treasure which would put them out much more than trying to be selfish with items. So with that mindset there isn't a worry about 1 person getting luckier than another. We want everyone to do well.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 7855506, member: 6748898"] I guess I just think there is a lot of gold in the treasure hoards compared to magic items. It's entirely reasonable to not even find a single magic weapon by level 8-10 for example. The party will have thousands and thousands of gold at that point. So they may end up spending quite a bit of downtime searching for a +1 weapon to buy. If the items are as cheap as they are in that document I would expect the party to spend most of their downtime simply buying items which I definitely want to avoid. I see magic items as being very rare and valued. As such prices will be all over the place as individual owners are going to value them differently. So that's the theme behind the prices. As to the game reasons... The key is that it costs a week of downtime and a roll to even sell them. The selling rates are low compared to the possible cost. Same with buying. A week of downtime to generate 1d4 random items (or just 1 at higher rarity). If you don't want to buy what you get then you've just wasted a week. If you get a bargain you get a bargain. My own game shapes how I've built it I'm sure. We have 1 week of downtime between levels. Each downtime week is meant to be very significant. Just look at the favours or pieces of lore you can get for your week compared to the opportunity cost of searching for an item to buy. The other thing is that the convention at our table is to share wealth and give magic items to those who can best use them. That's because adventures are very dangerous and character deaths and TPKs are a real possibility. Also, the party could simply lose their objectives and chances for treasure which would put them out much more than trying to be selfish with items. So with that mindset there isn't a worry about 1 person getting luckier than another. We want everyone to do well. [/QUOTE]
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