robertliguori
First Post
Lareth said:The rule means that a sword in the hand is worth five in the bush.
It also means that no one in his right mind would ever reduce a magic item to residuum unless he absolutely had to. This includes merchants.
The cost of an extra cart, two draft horses, a driver and a year's worth of upkeep probably comes to around 500-600 gp. The sale of a single level 3 item at merchant markup prices more than justifies that kind of expense.
That cart can carry a ton of magic items. Literally.
A ton.
How many magic items can a merchant sell in a year? I think the real question is, "How many nobles have a vested interest in protecting their land from bandits, monsters and neighboring city-states?"
From where I'm standing, 4E economics provide powerful motivation to spend less time plundering ancient tombs and more time looking for buyers -- exactly the opposite of the stated intent.
I can live with that, though. I can base an entire campaign on it, really. What gets me is the idea that no sane metalsmith would ever bother learning to make weapons and armor when he could have a much more lucrative business cranking out 10' lengths of chain at 30 gp apiece.
Weird.
The pattern described here is my biggest problem with 4E rules. The designers had a clear idea of how they wanted the world to work, but completely failed to write rules that actually brought that idea to life. The Credible Threat rule (or non-rule) fails to address the underlying issue of perverse incentives; namely, that it's mechanically advantageous to engage in multiple, boring party-on-single-minion encounters. Rather than call out the fact that the perverse incentive exists and point out that having the characters find reason to ignore it makes for a more fun gaming experience, they instead threw in a rule-that-isn't, that is applied wildly and inconsistently across the gameworld.
Likewise, the clear intent of the rules is to avoid the party carrying multiple wagonloads of loot and bodies out of a furnished dungeon, sextupling their net worth, and buying their way up to level N+5 effectiveness. Again, the 20% price rule is intensely problematic; characters seeking optimal return will simply spend even more non-fun game time seeking interested buyers for their items.
One of the points that 4E harps upon (and often correctly so) is that DM adjudication is vital for a living and interesting game and game world. However, it doesn't go quite far enough. I'd much rather the system be simple, clean, and elegant, and warning flags be explicitly raised whenever the logical consequences of the system lead to (possibly) undesired outcomes. "You can gain benefit from ganking sole minions, but it's not fun, so please don't." is a much stronger statement than "You can gain benefit from ganking sole minions, but I don't want you to, so it's now difficult."; I think that 4E should have had much more of the first style statement than the second.