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Wizard spellbook blues
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<blockquote data-quote="irdeggman" data-source="post: 3902005" data-attributes="member: 16285"><p>And there's the rub.</p><p></p><p>There really isn't anything that covers how to handle characters generating their own "wealth".</p><p></p><p>The trade off would of course be "time".</p><p></p><p>Since plying trades (using the profession skill) and crafting items all take "time" that the character wouldn't be spending adventureing. Thus less "treasure" and less xp.</p><p></p><p>Other than character creation, I wouldn't use the tables much at all. And when I did - it would be based on what I awarded as "treasure" since if the PCs made their own money then they have invested time and effort into it and shouldn't be "penalized" for doing so.</p><p></p><p>The GM controls all "treasure" and that is why he needs to keep track of it (for balance purposes). This is exttremely important since the typical PC distribution oftreasure is very rarely exactly "equal" and at any one point in time a PC could have more in "value" than another because of it. One has to be careful not to "set up" the "treasure" to balance out this "inconsistency", that is not to award more to make up for an unequal distribution.</p><p></p><p>At character creation - I would have the player's give me "histories" explaining how they "manufactured" what they did. In general when starting a game I tell the players they have X amount of xp and X gp with which to "equip" their character. If they have craft skills then they can make their own items (note you can't take 20 on a craft check) - but need to give justify it in a background and then they have to also subtract xp accordingly (if a magic item was "made"). The logic being that they have taken a "feat" (or more) and invested skill points in a skill that may or may not have applicationss during the game. Note that none of this is written down in the RAW, in fact it is really not addressed at all - only the amount of "treasure" found is. So pretty much we are left to house-rules for the best way to handle it.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 3902005, member: 16285"] And there's the rub. There really isn't anything that covers how to handle characters generating their own "wealth". The trade off would of course be "time". Since plying trades (using the profession skill) and crafting items all take "time" that the character wouldn't be spending adventureing. Thus less "treasure" and less xp. Other than character creation, I wouldn't use the tables much at all. And when I did - it would be based on what I awarded as "treasure" since if the PCs made their own money then they have invested time and effort into it and shouldn't be "penalized" for doing so. The GM controls all "treasure" and that is why he needs to keep track of it (for balance purposes). This is exttremely important since the typical PC distribution oftreasure is very rarely exactly "equal" and at any one point in time a PC could have more in "value" than another because of it. One has to be careful not to "set up" the "treasure" to balance out this "inconsistency", that is not to award more to make up for an unequal distribution. At character creation - I would have the player's give me "histories" explaining how they "manufactured" what they did. In general when starting a game I tell the players they have X amount of xp and X gp with which to "equip" their character. If they have craft skills then they can make their own items (note you can't take 20 on a craft check) - but need to give justify it in a background and then they have to also subtract xp accordingly (if a magic item was "made"). The logic being that they have taken a "feat" (or more) and invested skill points in a skill that may or may not have applicationss during the game. Note that none of this is written down in the RAW, in fact it is really not addressed at all - only the amount of "treasure" found is. So pretty much we are left to house-rules for the best way to handle it. [/QUOTE]
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