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Rules Conundrum. Please Help Restore Peace To Our Group
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<blockquote data-quote="Coredump" data-source="post: 442731" data-attributes="member: 6939"><p>Pax, I disagree that it would make a 'glut' in the market. For a number of reasons.</p><p></p><p>In game: I would assume that some people are making items to sell, for profit. In your world, they make lots of things, including +1 swords. In my world, making more would lead to a reduction in price, so they make other things. Supply and demand. </p><p></p><p>Meta game: The whole economic model for magic items is screwed up anyway. The fact that prices are consistent everywhere, and that there is a consistent 100% markup, etc. It makes no sense. Why isn't someone flooding the market with items at 75%, and making money on volume. Why aren't some items at a premium, since there are not very many of them? Why does a ring of +10 concentration cost the same as +10 craft (baskets)?</p><p>So, it does not seem to be unreasonable that the economic 'model' will do just fine with some items being 'more available' </p><p></p><p></p><p></p><p>Maddman, I think getting a new, better weapon makes more sense than just 'powering up' your old one. To me it feels like the running over a power up in quake, presto more damage. I like it better when the norm is an item is as made, you can't make everything better all the time. Plus, I think it is too much of an advantage to get it for the 'same price' as if you did it all at once. At the very least, I would charge more (in gold and XP).</p><p></p><p>components==discourage Yes I agree, that is exactly the reason I do it.</p><p></p><p>bastard sword and DR: not sure your point, they can do the exact same IMC</p><p></p><p>I am not afraid to let them outfit as they see fit, we just disagree on what means they have to accomplish that.</p><p></p><p></p><p>Xarlen, sounds like it could be a really cool idea, and could make for some great hooks to adventures. If you can, check out the EarthDawn book/game. It deals with magic items that way. (sort of) as you get higher level, you can attach more threads, and unlock more powers. (From memory, been a few years)</p><p>Only concern (and minor) is to watch the 'asset' level. Since you will be giving them more magic for 'free'; just be sure you are not giving as much gold/magic during the campaign. (though it shouldn't be a big deal)</p><p></p><p></p><p>St. Gabriel, and I agree. Especially if that bow was 'special' to him somehow. But I would add restrictions to make it 'more special' Like he has to make it from a tree in his grove, cut on a special night. Or that he can upgrade it, but only on holy days for his sect/God. I don't think these would be particularly difficult, and would make it even more 'cooler' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Coredump, post: 442731, member: 6939"] Pax, I disagree that it would make a 'glut' in the market. For a number of reasons. In game: I would assume that some people are making items to sell, for profit. In your world, they make lots of things, including +1 swords. In my world, making more would lead to a reduction in price, so they make other things. Supply and demand. Meta game: The whole economic model for magic items is screwed up anyway. The fact that prices are consistent everywhere, and that there is a consistent 100% markup, etc. It makes no sense. Why isn't someone flooding the market with items at 75%, and making money on volume. Why aren't some items at a premium, since there are not very many of them? Why does a ring of +10 concentration cost the same as +10 craft (baskets)? So, it does not seem to be unreasonable that the economic 'model' will do just fine with some items being 'more available' Maddman, I think getting a new, better weapon makes more sense than just 'powering up' your old one. To me it feels like the running over a power up in quake, presto more damage. I like it better when the norm is an item is as made, you can't make everything better all the time. Plus, I think it is too much of an advantage to get it for the 'same price' as if you did it all at once. At the very least, I would charge more (in gold and XP). components==discourage Yes I agree, that is exactly the reason I do it. bastard sword and DR: not sure your point, they can do the exact same IMC I am not afraid to let them outfit as they see fit, we just disagree on what means they have to accomplish that. Xarlen, sounds like it could be a really cool idea, and could make for some great hooks to adventures. If you can, check out the EarthDawn book/game. It deals with magic items that way. (sort of) as you get higher level, you can attach more threads, and unlock more powers. (From memory, been a few years) Only concern (and minor) is to watch the 'asset' level. Since you will be giving them more magic for 'free'; just be sure you are not giving as much gold/magic during the campaign. (though it shouldn't be a big deal) St. Gabriel, and I agree. Especially if that bow was 'special' to him somehow. But I would add restrictions to make it 'more special' Like he has to make it from a tree in his grove, cut on a special night. Or that he can upgrade it, but only on holy days for his sect/God. I don't think these would be particularly difficult, and would make it even more 'cooler' :-) . [/QUOTE]
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