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*Pathfinder & Starfinder
Simpler Treasure System with (mostly) Random Loot
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<blockquote data-quote="eamon" data-source="post: 5007596" data-attributes="member: 51942"><p>But 400-500gp is just 10% of a level 9-10 item. If you're doing this, you'll need to sell a lot of stuff around levels 6-10 just to get a single level-appropriate weapon. Because prices rise by a factor 5 every 5 levels, it'll never be particularly easy to "buy your way up" at the cost of low level items. In fact, right now, I see the reverse: people try getting low-level items that stay useful throughout the levels because of the extreme price rises. In any case, this is flavor thing that'll depend on the group anyhow. Balance-wise, you can't get a big head start; the system presumes you resell at most 1 item each level and 50-75% of new stuff. If you do that and you hardly use any rituals or have other expenditures, you break even with the new character creation rules. If you resell more often, you'll fall behind. If you resell less frequently, your wealth will be higher - but of course less tailored to your character.</p><p></p><p>Sure; but then you're investing a very large chunk of your cash in one item for one player, for the same price you could have gotten <em>everyone</em> in the party a +1 weapon... which is probably much better. And once you do, getting the +2 isn't such a huge advantage anymore; just +1 more. Is it worth selling so many general use items just to get one player an additional +1? That's a tradeoff each party will need to make. And as a DM, you can now give em items that make that tradeoff hard. If they always sell, give em more attractive stuff; if they never sell, some more wacky things - all without major balance issues (unlike the RAW rules where that selling vs. not selling is quite swingy and the presumption is that players get useful items).</p><p></p><p> I think it's fundamentally impossible. Part of the reason RAW works poorly if the DM hands out wacky items is that the actual wealth starts diverging quite a bit if players sell (or more insidiously, if they don't sell but actually don't get value corresponding to the wealth.) If I ever get around to trying this idea in an at least somewhat longer campaign, I'll post my own experiences ;-). So far, it's still just theoretical!</p><p></p><p>Thanks for the comments, BTW!</p><p></p><p><em><strong>Edit: </strong></em>I forgot to point you to CapnZapp's alternative suggestion whereby instead of changing sale prices and raising found loot by a level, you just distribute 5 times as many items (but randomly, of course). If you do that, you weird items will probably be way <em>more</em> common ;-). I do expect you may want to distribute a little less than a full factor 5 more, but 4e scaling system is pretty robust to small differences so it might not matter much.</p><p></p><p><em><strong>Edit2:</strong></em> updated OP with your note and CapnZapp's variant of randomized items. Incidentally, keterys, if you do decide on how to run wealth+items in those new campaigns, I'd be curious to hear what you choose to do and how it turns out...</p></blockquote><p></p>
[QUOTE="eamon, post: 5007596, member: 51942"] But 400-500gp is just 10% of a level 9-10 item. If you're doing this, you'll need to sell a lot of stuff around levels 6-10 just to get a single level-appropriate weapon. Because prices rise by a factor 5 every 5 levels, it'll never be particularly easy to "buy your way up" at the cost of low level items. In fact, right now, I see the reverse: people try getting low-level items that stay useful throughout the levels because of the extreme price rises. In any case, this is flavor thing that'll depend on the group anyhow. Balance-wise, you can't get a big head start; the system presumes you resell at most 1 item each level and 50-75% of new stuff. If you do that and you hardly use any rituals or have other expenditures, you break even with the new character creation rules. If you resell more often, you'll fall behind. If you resell less frequently, your wealth will be higher - but of course less tailored to your character. Sure; but then you're investing a very large chunk of your cash in one item for one player, for the same price you could have gotten [I]everyone[/I] in the party a +1 weapon... which is probably much better. And once you do, getting the +2 isn't such a huge advantage anymore; just +1 more. Is it worth selling so many general use items just to get one player an additional +1? That's a tradeoff each party will need to make. And as a DM, you can now give em items that make that tradeoff hard. If they always sell, give em more attractive stuff; if they never sell, some more wacky things - all without major balance issues (unlike the RAW rules where that selling vs. not selling is quite swingy and the presumption is that players get useful items). I think it's fundamentally impossible. Part of the reason RAW works poorly if the DM hands out wacky items is that the actual wealth starts diverging quite a bit if players sell (or more insidiously, if they don't sell but actually don't get value corresponding to the wealth.) If I ever get around to trying this idea in an at least somewhat longer campaign, I'll post my own experiences ;-). So far, it's still just theoretical! Thanks for the comments, BTW! [I][B]Edit: [/B][/I]I forgot to point you to CapnZapp's alternative suggestion whereby instead of changing sale prices and raising found loot by a level, you just distribute 5 times as many items (but randomly, of course). If you do that, you weird items will probably be way [I]more[/I] common ;-). I do expect you may want to distribute a little less than a full factor 5 more, but 4e scaling system is pretty robust to small differences so it might not matter much. [I][B]Edit2:[/B][/I] updated OP with your note and CapnZapp's variant of randomized items. Incidentally, keterys, if you do decide on how to run wealth+items in those new campaigns, I'd be curious to hear what you choose to do and how it turns out... [/QUOTE]
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