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Switch to Forum Live View No Merchant/Adventurers Please.
1 year ago  ::  Mar 29, 2012 - 9:30PM #21
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,611

Mar 29, 2012 -- 5:12PM, DoctorBadWolf wrote:

As long as it's not the only option, great.


If you want it to be the only option, absolutely not.




Second

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1 year ago  ::  Mar 30, 2012 - 10:37AM #22
Leekanh
Date Joined: Apr 15, 2009
Posts: 287
The problems comes in when money is a character resource like the others, and a minimum income is always assumed for the encounter balance. A system similar to WW wolf games, with those premises, is impossible (actually it's silly even in WW wolf games, but whatever).

I'm all for less micromanagement, though. You can get it easily by abstracting equipment and giving PCs some abstract quantity of "equipment resources" that they can spend to buy important items (or find it in quests), all the "mundane" equipment has no cost and you can get a reasonable quantity of it for free.
I fear that this is not "iconic" for D&D, so it can't be implemented, but eh... It's the better choice, the majority of games don't use the same system as D&D for a good reason after all... 
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1 year ago  ::  Mar 30, 2012 - 12:03PM #23
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,536

Mar 30, 2012 -- 10:37AM, Leekanh wrote:

...all the "mundane" equipment has no cost and you can get a reasonable quantity of it for free.
I fear that this is not "iconic" for D&D, so it can't be implemented, but eh...


Oh, I'd bet you'd discover the vast majority of D&D groups are doing exactly that.  Virtually nobody wants to micromanage arrows or guano-balls.

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1 year ago  ::  Mar 30, 2012 - 12:05PM #24
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

Mar 29, 2012 -- 9:30PM, SleepsInTraffic wrote:

Mar 29, 2012 -- 5:12PM, DoctorBadWolf wrote:

As long as it's not the only option, great.


If you want it to be the only option, absolutely not.




Second




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Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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1 year ago  ::  Mar 30, 2012 - 12:23PM #25
Leekanh
Date Joined: Apr 15, 2009
Posts: 287

Mar 30, 2012 -- 12:03PM, Qmark wrote:

Mar 30, 2012 -- 10:37AM, Leekanh wrote:

...all the "mundane" equipment has no cost and you can get a reasonable quantity of it for free.
I fear that this is not "iconic" for D&D, so it can't be implemented, but eh...


Oh, I'd bet you'd discover the vast majority of D&D groups are doing exactly that.  Virtually nobody wants to micromanage arrows or guano-balls.




Eh, while true, a lot of people are fixate on precise quantity and will make you pay and account every last gram of clay. The minority, luckily, but I would like for the system to state it explicitly.

Also, I consider mundane basically everything that isn't really special (magic or highly valuable non-magic), so even weapons, armor, arrows ecc ecc. While this kind of resource management can be fun every once in a while, making it the default assumption for the most popular RPG is a bit excessive.

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1 year ago  ::  Mar 30, 2012 - 3:09PM #26
Shasarak
Date Joined: Sep 4, 2007
Posts: 4,111

Mar 29, 2012 -- 12:55AM, K.530 wrote:

I don't know about anyone else, but I'm done with pinching coppers and worrying about loot splits.

I'd like a version of DnD where money plays no part in how good you are at killing monsters and I never have to talk about selling off magic items because someone wants more gold.

My full argument is detailed in this WotC blog post.

Who's with me?




Not me.

I completely support your wish to have that option available but I do not like it for myself.

I like being an adventuring merchant.  I like interacting with the Dms campaign, finding who needs what and where.  I like to collect trinkets from one place and trade them for widgets in another.  I like to set up trading houses, run castles and organise armies.

Usually I like to do most of the prep work out of game so as not in interfer with the story, but I do like that logistics work.


As for magical items I am torn.  I like my magical characters to be able to create items whether it be a continual light stone or a staff of the archmagi.  But I do prefer that the ingredients are more then 1000gp of residium - I like the preverbial dragon's tears, phoenix tail feather and titans breath.  I like that my mage gets himself arms deep inside a dead alligator trying to find its gallbladder so that he can brew a potion of swimming.  It gives me a goal to achieve and is perfect if you are playing in a sandbox type of campaign. 

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1 year ago  ::  Mar 30, 2012 - 6:27PM #27
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,536

Mar 30, 2012 -- 12:23PM, Leekanh wrote:

Mar 30, 2012 -- 12:03PM, Qmark wrote:

Mar 30, 2012 -- 10:37AM, Leekanh wrote:

...all the "mundane" equipment has no cost and you can get a reasonable quantity of it for free.
I fear that this is not "iconic" for D&D, so it can't be implemented, but eh...


Oh, I'd bet you'd discover the vast majority of D&D groups are doing exactly that.  Virtually nobody wants to micromanage arrows or guano-balls.




Eh, while true, a lot of people are fixate on precise quantity and will make you pay and account every last gram of clay. The minority, luckily, but I would like for the system to state it explicitly.


Similarly, there's no need for the usual "cost of living adjustment" (aka 'free' basic gear/ammo/components) to be explicitly codified.

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1 year ago  ::  Mar 30, 2012 - 9:03PM #28
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,597
I like logistics that are level appropriate.   Hoard coppers while low level but not when high level.  I think digging through the entrails of a dragon is very D&D to me.  

I agree with the OP though on his solutions.  I am against buying magic items period.  I am against players creating them without create cost and effort.  So great and so costly that they only make one or two their entire careers and thats only if they are really really into do it.

I think as long as magic is not built into the system requirements, magic items can again go back to being a DM decided thing. 
Here is a great blog by themormegil that explains why we had an edition war.
narrativism vs simulationism
A great blog on the business side of 4e and its impact on WOTC
4e is new coke
What core means and does not mean
HoBby Award Winner
metagame dissonance (plot coupon)    
dissociative mechanics (same as my own metagame dissonance. A great article.)
The Five Minute Workday Fallacy
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1 year ago  ::  Mar 31, 2012 - 4:45AM #29
G.Alfieri
Date Joined: Jan 14, 2012
Posts: 53
killing-looting-selling-buying-killing again
D&D created this.
Munchkin mocked this.
MMORPG stolen this from D&D and made it the winning selling factor.

When D&D will quit this practice the game will be dead.
Also you're asking taking off one of the favourite features of the game among players.

That said I can quote this post:

Mar 29, 2012 -- 1:19AM, Kishri wrote:

The style of play you mention is one that I like for most D&D campaigns for the reasons you outlined in your blog. 

The ability to buy/make items changes the game in many ways.  While the quest for gear is not the sole reason for adventuring, it is a major part of it, and that is one less hook to have if items are freely available for purchase or manufacture.

That said, there are settings and campaigns where buying items makes perfect sense.



I totally agree.
The major problem is that many people began with 3.x
3.x edition was the edition were it was incredibly easy make a magic object. Too easy.
And it seemed normal to have magic objects markets.
Questing for gear wasn't fun anymore. It was all: "I want more money so I can buy the specific magic object that my character build deserve."
Argh.
Ugly game.

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1 year ago  ::  Mar 31, 2012 - 6:27AM #30
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,778
Greed should just die as the primary adventuring reason ... and that is ugly in all its incarnations. It started in 1e the best way to become a better mightier hero was to steal and sneak, fighting evil was a bad idea far too risky.

The latest incarnation of the game has an easy to use option called inherent bonuses which enables full on low magic or low wealth game if that is what people want to play.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

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