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<blockquote data-quote="SDOgre" data-source="post: 4264017" data-attributes="member: 67344"><p>I have always disliked the D&D economy. One of the aspects of improving your character to me was being able to afford better armor, weapons, etc. In D&D after your first day of adventuring there is no weapon you can not afford and after a couple of levels no armor. Bam, all the mundane stuff you want is yours by level 2 or 3.</p><p></p><p>After that it's just magic and all the problems magic vendors bring.</p><p></p><p>The feel I always liked in RPGing was <strong>low level characters scraping by</strong>, being angry if they lost a sword because they'd have to buy a new one until BaM! that hidden lost treasure trove. Now they can upgrade, buy a new horse, settle for a few months... then it's back to the grind.</p><p></p><p>Only at moderate (10-20 for 4E) levels should players be able to afford <strong>any mundane thing they want.</strong> That's the economic feel I like.</p><p></p><p>By handing the characters so much cash so quickly you take away desire to save up to purchase things. Unless you make magic items common and every village sells tons of them, then they can save up for magic items cause they know what they are (every vendor has them) they know what they do (everyone talks about them) and they know the price (they're so common the price is fixed).</p><p></p><p>But if they're so common, what makes them... well... magic?</p><p></p><p>If they're rare and special and characters can't buy them, you end up with characters will too much cash by level 3. They have nothing to spend it on and get bored. "Great another 1,000gp..."</p><p></p><p>So the D&D economy is more than just "The Local economy couldn't possibly support this kind of cash." It plays into the availability and rarity of magic items as well.</p></blockquote><p></p>
[QUOTE="SDOgre, post: 4264017, member: 67344"] I have always disliked the D&D economy. One of the aspects of improving your character to me was being able to afford better armor, weapons, etc. In D&D after your first day of adventuring there is no weapon you can not afford and after a couple of levels no armor. Bam, all the mundane stuff you want is yours by level 2 or 3. After that it's just magic and all the problems magic vendors bring. The feel I always liked in RPGing was [B]low level characters scraping by[/B], being angry if they lost a sword because they'd have to buy a new one until BaM! that hidden lost treasure trove. Now they can upgrade, buy a new horse, settle for a few months... then it's back to the grind. Only at moderate (10-20 for 4E) levels should players be able to afford [B]any mundane thing they want.[/B] That's the economic feel I like. By handing the characters so much cash so quickly you take away desire to save up to purchase things. Unless you make magic items common and every village sells tons of them, then they can save up for magic items cause they know what they are (every vendor has them) they know what they do (everyone talks about them) and they know the price (they're so common the price is fixed). But if they're so common, what makes them... well... magic? If they're rare and special and characters can't buy them, you end up with characters will too much cash by level 3. They have nothing to spend it on and get bored. "Great another 1,000gp..." So the D&D economy is more than just "The Local economy couldn't possibly support this kind of cash." It plays into the availability and rarity of magic items as well. [/QUOTE]
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