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To Reimburse or Not to Reimburse?
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<blockquote data-quote="keterys" data-source="post: 5044750" data-attributes="member: 43019"><p>*looks over a mountain of evidence in published modules, LFR campaign, DMG treasure suggestions, etc* </p><p></p><p>I'm pretty sure the default assumptions are very much not 'The players choose exactly what they get at all times'</p><p></p><p>Mostly I think it was them not wanting to waste money - if they were 15th level, I suspect people would have picked up a couple 15th level items, but only 14th so not yet.</p><p></p><p>It still takes a bit even at higher level, but fair enough <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><p></p><p>I don't really feel strongly about how people do their games. I feel more strongly about making game _design_ decisions on bad assumptions. Basically, I've found that in actual games (across five or so campaigns by different people) that treasure is nowhere near as optimized as being able to choose precisely what you have, and even to just get a decent sized amount of cash is a big deal.</p><p></p><p>I did misunderstand you on the refunding money for consumables and refunding sold items, based on your earlier example and statements. Sorry about that.</p><p></p><p>For example, people in an actual game get items like Wavestrider Boots and Maps of Orienteering that don't show up on perfect lists, and pass up a +3 neck to keep their +2 cloak of survival. Or burn stupid amounts of gold to keep a frost weapon upgraded every five levels. The DM's got them covered on many things, certainly, but even just a simple matter of the party wants 10 13th level items and they get 4... and hey, that's 6 items less, oops. </p><p></p><p>Basically, the 20% sell price is _specifically_ so that found magic items are more interesting than what the party could optimize by selling and getting their own stuff. That rule wouldn't exist if the party was expected to have perfect bundles.</p></blockquote><p></p>
[QUOTE="keterys, post: 5044750, member: 43019"] *looks over a mountain of evidence in published modules, LFR campaign, DMG treasure suggestions, etc* I'm pretty sure the default assumptions are very much not 'The players choose exactly what they get at all times' Mostly I think it was them not wanting to waste money - if they were 15th level, I suspect people would have picked up a couple 15th level items, but only 14th so not yet. It still takes a bit even at higher level, but fair enough :) I don't really feel strongly about how people do their games. I feel more strongly about making game _design_ decisions on bad assumptions. Basically, I've found that in actual games (across five or so campaigns by different people) that treasure is nowhere near as optimized as being able to choose precisely what you have, and even to just get a decent sized amount of cash is a big deal. I did misunderstand you on the refunding money for consumables and refunding sold items, based on your earlier example and statements. Sorry about that. For example, people in an actual game get items like Wavestrider Boots and Maps of Orienteering that don't show up on perfect lists, and pass up a +3 neck to keep their +2 cloak of survival. Or burn stupid amounts of gold to keep a frost weapon upgraded every five levels. The DM's got them covered on many things, certainly, but even just a simple matter of the party wants 10 13th level items and they get 4... and hey, that's 6 items less, oops. Basically, the 20% sell price is _specifically_ so that found magic items are more interesting than what the party could optimize by selling and getting their own stuff. That rule wouldn't exist if the party was expected to have perfect bundles. [/QUOTE]
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