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General Tabletop Discussion
*Pathfinder & Starfinder
Simpler Treasure System with (mostly) Random Loot
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<blockquote data-quote="Starfox" data-source="post: 5010726" data-attributes="member: 2303"><p>I've been using a crippled model (100% sell AND purchase price, essentially magic = gold) more from laziness than anything else - I could not be bothered to pick loot according to wishlists. I find this system VERY interesting, and that someone has done the match and found such a simple solution is encouraging. As it happens, I think this solution also solves a few problems that I've had in my game.</p><p></p><p><strong>Uniformity in Item Level</strong></p><p>In a system where you bye all magic items with gold straight off, players tend to have an upper limit on what they will spend on an item. In my game, that is usually character level +1. Anything above that is just too expensive. With this system, where have the option to retain items found at 50% cost, there is an actual incentive to use the high-level items you find if they make sense.</p><p></p><p><strong>Favorite Items over Level</strong></p><p>Not sure if this is really a problem, but in the cash system, characters tend to find a few magic items that suit them, then just upgrade them as they advance in levels. If what you want is a Vicious weapon, that is what you'll always have - only the plus changes. Again, this system gives an incentive to use what you actually find.</p><p></p><p><strong>Possible Problems</strong></p><p>In 3 and 3.5, you found mountains of "vendor trash" magic items, and the default reaction was to sell most of it. But because of the sheer amount of found items, it was almost guaranteed that some items would fit. In 4E, you only find one item per character per level (slightly less, actually) and items are also much more character-specific than in earlier editions - an item aimed at wardens is useless to everyone else, and there is no such thing as "Use Magic Device" anymore. The net result is that for the individual player, finding an item they can actually use is a big windfall. It is rare, but if you find a level +5 item that you can use, you probably more than double your net worth. Even if you have to pay the sale price to pay off your friends, it is still huge. Another problem with this is that you probably don't have the cash to pay off a level +5 item - the price escalation is just that big.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5010726, member: 2303"] I've been using a crippled model (100% sell AND purchase price, essentially magic = gold) more from laziness than anything else - I could not be bothered to pick loot according to wishlists. I find this system VERY interesting, and that someone has done the match and found such a simple solution is encouraging. As it happens, I think this solution also solves a few problems that I've had in my game. [b]Uniformity in Item Level[/b] In a system where you bye all magic items with gold straight off, players tend to have an upper limit on what they will spend on an item. In my game, that is usually character level +1. Anything above that is just too expensive. With this system, where have the option to retain items found at 50% cost, there is an actual incentive to use the high-level items you find if they make sense. [b]Favorite Items over Level[/b] Not sure if this is really a problem, but in the cash system, characters tend to find a few magic items that suit them, then just upgrade them as they advance in levels. If what you want is a Vicious weapon, that is what you'll always have - only the plus changes. Again, this system gives an incentive to use what you actually find. [b]Possible Problems[/b] In 3 and 3.5, you found mountains of "vendor trash" magic items, and the default reaction was to sell most of it. But because of the sheer amount of found items, it was almost guaranteed that some items would fit. In 4E, you only find one item per character per level (slightly less, actually) and items are also much more character-specific than in earlier editions - an item aimed at wardens is useless to everyone else, and there is no such thing as "Use Magic Device" anymore. The net result is that for the individual player, finding an item they can actually use is a big windfall. It is rare, but if you find a level +5 item that you can use, you probably more than double your net worth. Even if you have to pay the sale price to pay off your friends, it is still huge. Another problem with this is that you probably don't have the cash to pay off a level +5 item - the price escalation is just that big. [/QUOTE]
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Simpler Treasure System with (mostly) Random Loot
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