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What's the point of gold?
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<blockquote data-quote="mlund" data-source="post: 6546247" data-attributes="member: 50304"><p>I still love how Legend of the Five Rings handled magic items. Permanent magic items become so because of the spirit inside the item. Its awakening and nature is based on it acquiring this soul from its creator and / or wielders. Magicians do not run around "making magic swords" or wands etc. Only deity-level figures can do that. Instead mortals can enchant or imbue things temporarily. </p><p></p><p>The only guy whoever made a bevy of swords that were magical "off the rack" as it were did it by blood magic and human sacrifice - actually torturing and murdering people and then incarcerating their tormented souls in said blades to make them instruments of madness and bloodshed.</p><p></p><p>I prefer my D&D along those lines. When you find a non-consumable magic item it has a history that begins with something other than, "A wizard did it." It eliminates the "magic item economy" issues too. Every item is unique - its origin, its current owner, and what it would take to get its current owner to part with it. Sometimes the cost of a magic item is "however much gold it'd cost to put the screws to the current owner." I'm very thankful that Permanent Magic Item Creation and the resulting economic models are not a part of the Core D&D game, but could easily be integrated into a game settling of your choice if that's your cup of tea.</p><p></p><p>Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6546247, member: 50304"] I still love how Legend of the Five Rings handled magic items. Permanent magic items become so because of the spirit inside the item. Its awakening and nature is based on it acquiring this soul from its creator and / or wielders. Magicians do not run around "making magic swords" or wands etc. Only deity-level figures can do that. Instead mortals can enchant or imbue things temporarily. The only guy whoever made a bevy of swords that were magical "off the rack" as it were did it by blood magic and human sacrifice - actually torturing and murdering people and then incarcerating their tormented souls in said blades to make them instruments of madness and bloodshed. I prefer my D&D along those lines. When you find a non-consumable magic item it has a history that begins with something other than, "A wizard did it." It eliminates the "magic item economy" issues too. Every item is unique - its origin, its current owner, and what it would take to get its current owner to part with it. Sometimes the cost of a magic item is "however much gold it'd cost to put the screws to the current owner." I'm very thankful that Permanent Magic Item Creation and the resulting economic models are not a part of the Core D&D game, but could easily be integrated into a game settling of your choice if that's your cup of tea. Marty Lund [/QUOTE]
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