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General Tabletop Discussion
*Pathfinder & Starfinder
The Treasure of Treasures - and the Richness thereof
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<blockquote data-quote="howandwhy99" data-source="post: 5781982" data-attributes="member: 3192"><p>I've been running a reward commensurate to challenge level treasure-based world. This is not exact by any means. It's actually pretty blurry, but the direct relationship of increasing value can be discerned. It's basically the old AD&D bell curve stairway again.</p><p></p><p>I'd like it the way I do it of course, but I think everyone expects multiple options at this point.</p><p></p><p></p><p>Treasure = Resources. This could be culturally valued resources like money or more immediately recognized resources like rations for eating or air for breathing.</p><p></p><p>These could be exchanged in just about anyway one wants. I expect you mean between the PCs and intelligent creatures, but how resources are gained, spent, and transferred is pretty much the core most any game around. For D&D I'd suggest this is all done in simulation, but others may prefer metagame mechanics.</p><p></p><p>I'd like all treasure to be unique, but the popular stuff is probably going to be more readily recognized as unique than the less so.</p><p></p><p>Treasure as magic items? I'm guessing that's the question as to whether it should be left out of the economy. I'm thinking M.I.s are like luxury yachts. Almost everyone wants one, few people have even one, and fewer people still can afford to build and sell them. Taken that way most M.I.s fit right into the economy. The catch is: is the setting fantasy magic rich in real world mundane items (like dinosaurs on the Flintstones) or are these magic items less common? </p><p></p><p>Treasure as just big piles of treasure currently out of circulation? Yeah, I want those coins to ruin the local economy. Make the bartender at the Welcome Wench a rich man because we spend lavishly there. Have immigrants flock to Hommlett as our gold we traded there begins to pour out. I pile of treasure, even if heaped into a few sacks, can still be taken. The more you get the more you need to move to or buy someplace where you can keep it.</p><p></p><p></p><p>As magic item treasure above.</p><p></p><p></p><p>Boy, talk about the whole game. Adventuring for treasure, making that treasure more valuable, judging its value, employing it in your adventuring, spending it for other treasure, investing it for more treasure, driving up its value. That's really too much to answer. It gets right into the heart of the rules by which one designs their own world.</p><p></p><p></p><p>Modularly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5781982, member: 3192"] I've been running a reward commensurate to challenge level treasure-based world. This is not exact by any means. It's actually pretty blurry, but the direct relationship of increasing value can be discerned. It's basically the old AD&D bell curve stairway again. I'd like it the way I do it of course, but I think everyone expects multiple options at this point. Treasure = Resources. This could be culturally valued resources like money or more immediately recognized resources like rations for eating or air for breathing. These could be exchanged in just about anyway one wants. I expect you mean between the PCs and intelligent creatures, but how resources are gained, spent, and transferred is pretty much the core most any game around. For D&D I'd suggest this is all done in simulation, but others may prefer metagame mechanics. I'd like all treasure to be unique, but the popular stuff is probably going to be more readily recognized as unique than the less so. Treasure as magic items? I'm guessing that's the question as to whether it should be left out of the economy. I'm thinking M.I.s are like luxury yachts. Almost everyone wants one, few people have even one, and fewer people still can afford to build and sell them. Taken that way most M.I.s fit right into the economy. The catch is: is the setting fantasy magic rich in real world mundane items (like dinosaurs on the Flintstones) or are these magic items less common? Treasure as just big piles of treasure currently out of circulation? Yeah, I want those coins to ruin the local economy. Make the bartender at the Welcome Wench a rich man because we spend lavishly there. Have immigrants flock to Hommlett as our gold we traded there begins to pour out. I pile of treasure, even if heaped into a few sacks, can still be taken. The more you get the more you need to move to or buy someplace where you can keep it. As magic item treasure above. Boy, talk about the whole game. Adventuring for treasure, making that treasure more valuable, judging its value, employing it in your adventuring, spending it for other treasure, investing it for more treasure, driving up its value. That's really too much to answer. It gets right into the heart of the rules by which one designs their own world. Modularly :) [/QUOTE]
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The Treasure of Treasures - and the Richness thereof
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