Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Simpler Treasure System with (mostly) Random Loot
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eamon" data-source="post: 5006552" data-attributes="member: 51942"><p>Well, you know - if you're <em>1st </em>level, sure, then a +1 weapon is pretty much the best of the best. But once you have that +1 weapon, then it's worthwhile filling other slots.</p><p></p><p>I assume most people will have the crucial slots filled as early as they can (or deem them necessary - you might easily do without a neck slot, early on). But as soon as they do, they'd want to spread out.</p><p></p><p>So this problem is really a 1st, maybe 2nd level only problem. And even then, if the item looks like an item they might want to keep, they'll certainly be loath to sell it (wasting time and 50% of the value in the process) if they expect to find or be able to buy a +1 weapon soon later.</p><p></p><p>The system expects you to sell 50-75% of the items. But I expect those many of those will be things like, say, a Rod of Reaving in a group without a warlock, or whatever. You're still wasting a lot of money by selling something you might use if you can sell stuff you really don't need.</p><p></p><p>Right now, <em>nobody even puts</em> and instant campsite on their wishlist, and if the DM gives you one (<em>daily</em> wondrous item!) before giving you a +1 weapon, well, he's screwing you.</p><p></p><p>Part of the fun in previous editions was finding (or handing out) items with interesting properties: the trick is; can we use this, how can we use this, and is it worth it? That was actually much harder to do in 3e, though, because item power varied so wildly. In 4e, that's relatively easy. You can now easily hand em a bunch of items that are tangentially useful, but where it won't be easy to sell em and get some massively more powerful item instead. If you already have the few key items, when is it worth sellling something that's not optimally suited to you? Its not that easy, since money isn't something you can do much with. Even if you try to save up, you're not getting the next iteration of the "big three" much earlier, prices rise too quickly for that.</p><p></p><p>With the new system, you can do this: you can give items that are attractive both to sell, but also attractive to keep. I mean, if that 1st level party holds out a little bit longer, maybe they'll find a crown of leaves and decide that selling that nets them 3.6 +1 weapons, and decide to keep the instant campsite instead.</p><p></p><p>How would you value that kind of treasure in the old system? Do you let the instant campsite count as a full parcel (doing so is certainly not in the spirit of the DMG wealth rules and your party will end up with less wealth than expected). Or do you discount it somehow? A problem is that PC's really want somewhat up to date "big three" items. If you hand out parcels, that means you need to carefully select enough of those (but also not too many) so that players can keep up. Now, maybe they'll sell an item or two - but you don't need to worry about it. And let's be frank, handing out Yet Another +2 sword is pretty boring. Frankly, I think I'd only fuzzily recollect the less flashy items the PC's have - armors, neck slots - but you do need to take into account proficiencies and whatnot when selecting items. Handing out leather armors to a guy with hide proficiency isn't good. Nor is handing out a neck slot with a neat - but ultimately useless - daily power if it's high level.</p><p></p><p>So, that's my inspiration here. You hand out about 10% that's stuff that's good enough that PC would have bought it themselves (though typically of a level that they can't afford to do so). That doesn't imbalance the wealth, and it's rare enough to actually make a memorable impact. The rest can be good enough to at least consider keeping - stuff like the instant campsite might be here, but where the trade-off is tricky; the full price is definitely not worth it, but is it worth selling? (I expect them to keep 25-50% of all items).</p></blockquote><p></p>
[QUOTE="eamon, post: 5006552, member: 51942"] Well, you know - if you're [I]1st [/I]level, sure, then a +1 weapon is pretty much the best of the best. But once you have that +1 weapon, then it's worthwhile filling other slots. I assume most people will have the crucial slots filled as early as they can (or deem them necessary - you might easily do without a neck slot, early on). But as soon as they do, they'd want to spread out. So this problem is really a 1st, maybe 2nd level only problem. And even then, if the item looks like an item they might want to keep, they'll certainly be loath to sell it (wasting time and 50% of the value in the process) if they expect to find or be able to buy a +1 weapon soon later. The system expects you to sell 50-75% of the items. But I expect those many of those will be things like, say, a Rod of Reaving in a group without a warlock, or whatever. You're still wasting a lot of money by selling something you might use if you can sell stuff you really don't need. Right now, [I]nobody even puts[/I] and instant campsite on their wishlist, and if the DM gives you one ([I]daily[/I] wondrous item!) before giving you a +1 weapon, well, he's screwing you. Part of the fun in previous editions was finding (or handing out) items with interesting properties: the trick is; can we use this, how can we use this, and is it worth it? That was actually much harder to do in 3e, though, because item power varied so wildly. In 4e, that's relatively easy. You can now easily hand em a bunch of items that are tangentially useful, but where it won't be easy to sell em and get some massively more powerful item instead. If you already have the few key items, when is it worth sellling something that's not optimally suited to you? Its not that easy, since money isn't something you can do much with. Even if you try to save up, you're not getting the next iteration of the "big three" much earlier, prices rise too quickly for that. With the new system, you can do this: you can give items that are attractive both to sell, but also attractive to keep. I mean, if that 1st level party holds out a little bit longer, maybe they'll find a crown of leaves and decide that selling that nets them 3.6 +1 weapons, and decide to keep the instant campsite instead. How would you value that kind of treasure in the old system? Do you let the instant campsite count as a full parcel (doing so is certainly not in the spirit of the DMG wealth rules and your party will end up with less wealth than expected). Or do you discount it somehow? A problem is that PC's really want somewhat up to date "big three" items. If you hand out parcels, that means you need to carefully select enough of those (but also not too many) so that players can keep up. Now, maybe they'll sell an item or two - but you don't need to worry about it. And let's be frank, handing out Yet Another +2 sword is pretty boring. Frankly, I think I'd only fuzzily recollect the less flashy items the PC's have - armors, neck slots - but you do need to take into account proficiencies and whatnot when selecting items. Handing out leather armors to a guy with hide proficiency isn't good. Nor is handing out a neck slot with a neat - but ultimately useless - daily power if it's high level. So, that's my inspiration here. You hand out about 10% that's stuff that's good enough that PC would have bought it themselves (though typically of a level that they can't afford to do so). That doesn't imbalance the wealth, and it's rare enough to actually make a memorable impact. The rest can be good enough to at least consider keeping - stuff like the instant campsite might be here, but where the trade-off is tricky; the full price is definitely not worth it, but is it worth selling? (I expect them to keep 25-50% of all items). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Simpler Treasure System with (mostly) Random Loot
Top