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Adventurer
KarinsDad said:Less than a week's worth of work could result in them being able to retire for a year or so.
But surely that's the point of adventuring...
KarinsDad said:Less than a week's worth of work could result in them being able to retire for a year or so.
Bah!Aria Silverhands said:Simple fix. Reduce all monster attacks, skills, ability checks, and defenses by their Magic Threshold. Then make magic items very rare which in turn makes them very valuable. The need for treasure is lessened since PC's will likely only need rituals and minor upgrades to equipment. This will allow the game to focus more on the roleplaying and less on the loot.
Blackeagle said:Actually, it's pretty simple: As you've noted, weapons get a new +1 at every level - 1 that's divisible by 5 (so 1st, 6th, 11th, etc.). However, the magic items at these levels are pretty generic, without special abilities. At the next four levels after that, weapons get special abilities (flaming, phasing, etc.). However, the power provided by these abilities isn't anywhere near as good as another +1. The magic item prices are simply a reflection of this, getting another +1 is far better than getting a special ability.
ValhallaGH said:[seriously] As an aside, magic gear is expensive to buy but incredibly cheap on resale. 1/5 the price, to be accurate. They're already incredibly expensive, but common enough that it's a middle-man's market, able to buy low and sell high. [/seriously]
Aria Silverhands said:Simple fix. Reduce all monster attacks, skills, ability checks, and defenses by their Magic Threshold. Then make magic items very rare which in turn makes them very valuable. The need for treasure is lessened since PC's will likely only need rituals and minor upgrades to equipment.
malraux said:"I spent my reward on ale and whores!"
The DnD economy isn't supposed to be an economy, its really an XP system for loot. As long as it works for that purpose, its doing its job.