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<blockquote data-quote="KarinsDad" data-source="post: 4262047" data-attributes="member: 2011"><p>That's because they used the same equation for magic items as wealth handed out.</p><p></p><p>It has nothing to do with anything reasonable other than that is the equation they picked. +2 items are 5x as expensive as +1 items. If you fix one equation, you fix the other.</p><p></p><p></p><p></p><p>Actually, if i can figure out the Ritual economy, I'm all set to make the entire economy something reasonable. Still a curve, but not a super steep one with step functions in it like the 4E magic items or the wealth.</p><p></p><p>One cannot do that without questioning.</p><p></p><p>For example, a better system (IMO) is:</p><p></p><p>1 x</p><p>2 1.25x</p><p>3 1.6x</p><p>4 2x</p><p>5 2.5x</p><p>6 3.2x</p><p>7 4x</p><p>8 5x</p><p>9 6.3x</p><p>10 8x</p><p>11 10x</p><p>12 12.5x</p><p>13 16x</p><p>14 20x</p><p>15 25x</p><p>16 32x</p><p>17 40x</p><p>18 50x</p><p>19 63x</p><p>20 80x</p><p>21 100x</p><p>22 125x</p><p>23 160x</p><p>24 200x</p><p>25 250x</p><p>26 320x</p><p>27 400x</p><p>28 500x</p><p>29 630x</p><p>30 800x</p><p></p><p>And then pick a value of x that feels reasonable to the DM. For example, 200 GP (or whatever else feels good). In real world equivalence, the PCs found $20,000 in that first week or so (i.e. first level) of adventuring.</p><p></p><p>Still serious money, but not $370,000 in a week, enough to retire for the next year like 4E. The next level, they find $25,000 (total so far $45,000). The level after that, $32,000 (total $77,000). An entire adventuring season goes by (5 levels gained) and they found a total of $231,000. Serious money, but not overwhelming like the million dollars in cash and 4 million dollars in magic items of 4E for gaining 5 levels.</p><p></p><p>PC1: "Yup, a million dollars each this summer. Solid."</p><p>PC2: "Yeah, but next year I plan to kill even more powerful lords and steal their vast wealth. I figure we can pull in 7 million dollars each next summer, 50 million dollars each the summer after that, and 350 million each the summer after that."</p><p></p><p>Gaining 800x at level 30 as at level 1 still makes the players feel like they are making significant gains as long as the magical item outlay is the same and they can still pay for other things like rituals the same.</p><p></p><p>Note: The equation above states that +2 items are 3.2x as expensive as +1 and +3 items are 10x as expensive as +1. Not 5x and 25x like 4E. Still a significant increase in cost for an additional +1, but not way out in left field.</p><p></p><p></p><p>And any curve can be used, either shallower or steeper. It all depends on what the DM personally feels is reasonable. The step function that 4E uses though is a really strange at:</p><p></p><p>1 x</p><p>2 1.44x</p><p>3 1.89x</p><p>4 2.33x</p><p>5 2.78x</p><p>6 5x</p><p></p><p>From 5 to 6 is nearly double whereas the other 4 increases are basically linear. That is just so strange. I can understand making +2 items 5x as expensive as +1 like the designers did (although I consider it super steep). I just do not get why the equations for levels 2 through 5 do not build up to level 6 better.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4262047, member: 2011"] That's because they used the same equation for magic items as wealth handed out. It has nothing to do with anything reasonable other than that is the equation they picked. +2 items are 5x as expensive as +1 items. If you fix one equation, you fix the other. Actually, if i can figure out the Ritual economy, I'm all set to make the entire economy something reasonable. Still a curve, but not a super steep one with step functions in it like the 4E magic items or the wealth. One cannot do that without questioning. For example, a better system (IMO) is: 1 x 2 1.25x 3 1.6x 4 2x 5 2.5x 6 3.2x 7 4x 8 5x 9 6.3x 10 8x 11 10x 12 12.5x 13 16x 14 20x 15 25x 16 32x 17 40x 18 50x 19 63x 20 80x 21 100x 22 125x 23 160x 24 200x 25 250x 26 320x 27 400x 28 500x 29 630x 30 800x And then pick a value of x that feels reasonable to the DM. For example, 200 GP (or whatever else feels good). In real world equivalence, the PCs found $20,000 in that first week or so (i.e. first level) of adventuring. Still serious money, but not $370,000 in a week, enough to retire for the next year like 4E. The next level, they find $25,000 (total so far $45,000). The level after that, $32,000 (total $77,000). An entire adventuring season goes by (5 levels gained) and they found a total of $231,000. Serious money, but not overwhelming like the million dollars in cash and 4 million dollars in magic items of 4E for gaining 5 levels. PC1: "Yup, a million dollars each this summer. Solid." PC2: "Yeah, but next year I plan to kill even more powerful lords and steal their vast wealth. I figure we can pull in 7 million dollars each next summer, 50 million dollars each the summer after that, and 350 million each the summer after that." Gaining 800x at level 30 as at level 1 still makes the players feel like they are making significant gains as long as the magical item outlay is the same and they can still pay for other things like rituals the same. Note: The equation above states that +2 items are 3.2x as expensive as +1 and +3 items are 10x as expensive as +1. Not 5x and 25x like 4E. Still a significant increase in cost for an additional +1, but not way out in left field. And any curve can be used, either shallower or steeper. It all depends on what the DM personally feels is reasonable. The step function that 4E uses though is a really strange at: 1 x 2 1.44x 3 1.89x 4 2.33x 5 2.78x 6 5x From 5 to 6 is nearly double whereas the other 4 increases are basically linear. That is just so strange. I can understand making +2 items 5x as expensive as +1 like the designers did (although I consider it super steep). I just do not get why the equations for levels 2 through 5 do not build up to level 6 better. [/QUOTE]
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