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*Pathfinder & Starfinder
Sensible Economics? Sort of.
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<blockquote data-quote="RyvenCedrylle" data-source="post: 5088245" data-attributes="member: 66726"><p>As it so happens, I really don't like 4E's magic system all that much. I'm using the automatic item bonus to attack/damage/defenses at a certain level. This lets me focus my magic item drops on rituals, components, consumables, and wondrous items - the parts of the system I DO like. It also means I don't expect my characters to sell their magic items very often. If they do, I imagine they'll get some in cash and some in the "bank."</p><p></p><p>As to having to come up with reasons for their purchases, your bug is my feature. The townspeople give them an important local magic item (think the Escutcheon of Chorrol in Elder Scrolls IV) for helping them. They could find it in a treasure drop. They could get it from their sponsor, buy it in a larger city, have it automatically upgrade their current weapon in a legacy sort of sense, whatever. </p><p></p><p>Also, my characters are part of a sort of citizen militia and the adventures focus on their time in that militia - like playing the National Guard or something. In the downtime, the characters are explicitly assumed to have other professions on which they survive. If this was not the case, i could simply adjust the coin to "bank" ratio as necessary to allow them to purchase daily bread until mundane items became insignificantly cheap due to cash inflow - the way they do around 6th or 7th level.</p></blockquote><p></p>
[QUOTE="RyvenCedrylle, post: 5088245, member: 66726"] As it so happens, I really don't like 4E's magic system all that much. I'm using the automatic item bonus to attack/damage/defenses at a certain level. This lets me focus my magic item drops on rituals, components, consumables, and wondrous items - the parts of the system I DO like. It also means I don't expect my characters to sell their magic items very often. If they do, I imagine they'll get some in cash and some in the "bank." As to having to come up with reasons for their purchases, your bug is my feature. The townspeople give them an important local magic item (think the Escutcheon of Chorrol in Elder Scrolls IV) for helping them. They could find it in a treasure drop. They could get it from their sponsor, buy it in a larger city, have it automatically upgrade their current weapon in a legacy sort of sense, whatever. Also, my characters are part of a sort of citizen militia and the adventures focus on their time in that militia - like playing the National Guard or something. In the downtime, the characters are explicitly assumed to have other professions on which they survive. If this was not the case, i could simply adjust the coin to "bank" ratio as necessary to allow them to purchase daily bread until mundane items became insignificantly cheap due to cash inflow - the way they do around 6th or 7th level. [/QUOTE]
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