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General Tabletop Discussion
*Pathfinder & Starfinder
The Treasure of Treasures - and the Richness thereof
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<blockquote data-quote="Lordhawkins9" data-source="post: 5781334" data-attributes="member: 95206"><p><span style="color: white"><span style="font-family: 'Verdana'">I think the reward should equal the amount of risk involved, and I would like to see a treasure system that works with the local economy.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Kobolds aren’t that much of a threat and since they’re only pillaging the local villagers, they shouldn’t have hundreds of gold in their liar. Adventurers don’t fight Kobolds to get rich…they fight them to earn some exp and buy more basic supplies to prepare them for the bigger threats that have the bigger payoffs.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Lesser magic items should be available for purchase. Scrolls, potions, maybe some lesser wands and so forth. However, the main use of wealth should be going towards Castles, lands, titles, armies…the things that Kings spend money on. Other magic items need to be found or created. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">I’ve never liked an exp cost on magic items and I just stated that gold shouldn’t be used either. So maybe we could use more fleshed out rules from the 1st edition rules. Back then you needed “parts” of critters to make items. Wanted to make a Girdle of Giant Strength?...go slay a giant. Let’s get more detailed rules on that. Maybe not so specific as a laundry list of components needed for each magic item and what parts are available on each creature…I think something a little more generic would be in order.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Creatures that are mythical or not very common have x to y components…listed under treasure. Maybe you need a skill of some sort to get those components. However, they are generic. Now, if you want to create an item…it requires z number of components. The more powerful the item, the more components needed. If you want components…you have to find and deal with the creatures that provide them. Hence adventuring.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Selling items is always an option, but you have to stay within what the economy can handle. In 4th edition 30th level items were worth millions of gold. Multiple kingdoms combined wouldn’t be able to afford them. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Instead…lower the GP value of items so that the local economy can actually handle them. Low level items can be purchased by merchants, but bigger stuff is eventually going to hit a price ceiling. Even a King can only afford x thousand gold, so that’s the upper limit on what you can sell an item for. So…a +3 sword might be worth that x thousand that a King could afford and you have a +4 sword you want to sell…it’s worth the same as that +3 sword because no one can afford anything more than that. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Now if players want to create really powerful items, they’re going to have to fight a ton of powerful creatures and not be able to just sell it off to buy a kingdom of their own.</span></span></p></blockquote><p></p>
[QUOTE="Lordhawkins9, post: 5781334, member: 95206"] [COLOR=white][FONT=Verdana]I think the reward should equal the amount of risk involved, and I would like to see a treasure system that works with the local economy.[/FONT][/COLOR] [COLOR=white][FONT=Verdana] [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Kobolds aren’t that much of a threat and since they’re only pillaging the local villagers, they shouldn’t have hundreds of gold in their liar. Adventurers don’t fight Kobolds to get rich…they fight them to earn some exp and buy more basic supplies to prepare them for the bigger threats that have the bigger payoffs.[/FONT][/COLOR] [COLOR=white][FONT=Verdana] [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Lesser magic items should be available for purchase. Scrolls, potions, maybe some lesser wands and so forth. However, the main use of wealth should be going towards Castles, lands, titles, armies…the things that Kings spend money on. Other magic items need to be found or created. [/FONT][/COLOR] [COLOR=white][FONT=Verdana] [/FONT][/COLOR] [COLOR=white][FONT=Verdana]I’ve never liked an exp cost on magic items and I just stated that gold shouldn’t be used either. So maybe we could use more fleshed out rules from the 1st edition rules. Back then you needed “parts” of critters to make items. Wanted to make a Girdle of Giant Strength?...go slay a giant. Let’s get more detailed rules on that. Maybe not so specific as a laundry list of components needed for each magic item and what parts are available on each creature…I think something a little more generic would be in order.[/FONT][/COLOR] [COLOR=white][FONT=Verdana] [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Creatures that are mythical or not very common have x to y components…listed under treasure. Maybe you need a skill of some sort to get those components. However, they are generic. Now, if you want to create an item…it requires z number of components. The more powerful the item, the more components needed. If you want components…you have to find and deal with the creatures that provide them. Hence adventuring.[/FONT][/COLOR] [COLOR=white][FONT=Verdana] [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Selling items is always an option, but you have to stay within what the economy can handle. In 4th edition 30th level items were worth millions of gold. Multiple kingdoms combined wouldn’t be able to afford them. [/FONT][/COLOR] [COLOR=white][FONT=Verdana] [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Instead…lower the GP value of items so that the local economy can actually handle them. Low level items can be purchased by merchants, but bigger stuff is eventually going to hit a price ceiling. Even a King can only afford x thousand gold, so that’s the upper limit on what you can sell an item for. So…a +3 sword might be worth that x thousand that a King could afford and you have a +4 sword you want to sell…it’s worth the same as that +3 sword because no one can afford anything more than that. [/FONT][/COLOR] [COLOR=white][FONT=Verdana] [/FONT][/COLOR] [COLOR=white][FONT=Verdana]Now if players want to create really powerful items, they’re going to have to fight a ton of powerful creatures and not be able to just sell it off to buy a kingdom of their own.[/FONT][/COLOR] [/QUOTE]
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