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	<title>Comments on: Turning D&amp;D 4e&#039;s Economy on its Head</title>
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	<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/</link>
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		<title>By: Foo Bar</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57122</link>
		<dc:creator>Foo Bar</dc:creator>
		<pubDate>Tue, 05 Jan 2010 14:35:42 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57122</guid>
		<description>I&#039;d check out Burning Wheel&#039;s money system. It may be close to what you&#039;re suggesting with a wealth skill.</description>
		<content:encoded><![CDATA[<p>I&#8217;d check out Burning Wheel&#8217;s money system. It may be close to what you&#8217;re suggesting with a wealth skill.</p>
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		<title>By: Virando a economia da 4ª edição de ponta cabeça</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57121</link>
		<dc:creator>Virando a economia da 4ª edição de ponta cabeça</dc:creator>
		<pubDate>Mon, 30 Nov 2009 11:55:38 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57121</guid>
		<description>[...] Espero que curtam esse texto que foi ao ar no dia 09 de novembro no chattydm.net sob o titulo original Turning D&amp;D 4e’s Economy on its Head. [...]</description>
		<content:encoded><![CDATA[<p>[...] Espero que curtam esse texto que foi ao ar no dia 09 de novembro no chattydm.net sob o titulo original Turning D&amp;D 4e’s Economy on its Head. [...]</p>
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		<title>By: Brenton</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57120</link>
		<dc:creator>Brenton</dc:creator>
		<pubDate>Tue, 24 Nov 2009 21:49:22 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57120</guid>
		<description>There was a pretty extensive thread on this topic on the Wizards boards a while back.  There was even a detailed skill presented.

http://community.wizards.com/go/thread/view/75882/19938490/Dispensing_with_34Gold34_as_a_real_currency?num=10&amp;pg=1</description>
		<content:encoded><![CDATA[<p>There was a pretty extensive thread on this topic on the Wizards boards a while back.  There was even a detailed skill presented.</p>
<p><a href="http://community.wizards.com/go/thread/view/75882/19938490/Dispensing_with_34Gold34_as_a_real_currency?num=10&#038;pg=1" rel="nofollow">http://community.wizards.com/go/thread/view/75882/19938490/Dispensing_with_34Gold34_as_a_real_currency?num=10&#038;pg=1</a></p>
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		<title>By: David V.S.</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57119</link>
		<dc:creator>David V.S.</dc:creator>
		<pubDate>Sat, 21 Nov 2009 08:26:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57119</guid>
		<description>I know nothing about 4e, so please pardon this idea if it does not fit that system...

Perhaps add a distinction between physically acquiring a magical item and gaining use of the item?

Monster hoards could then allow PCs to acquire some sort of &quot;magical loot points&quot; that symbolize having found some items that need to be analyzed to determine their function, command words, remaining charges, side effects, etc.

The players could then spend these points on magical items they desire.  More powerful or rare items require more points in cost as well as more game-time of analyzation.

In addition, postulate that adventurers earn most of their cash by selling unwanted magical loot.  Then the GM merely needs to calibrate how many of these loot points per month correspond to a decent/luxurious/extravagant lifestyle, and how many per month are needed to employ various hirelings.</description>
		<content:encoded><![CDATA[<p>I know nothing about 4e, so please pardon this idea if it does not fit that system&#8230;</p>
<p>Perhaps add a distinction between physically acquiring a magical item and gaining use of the item?</p>
<p>Monster hoards could then allow PCs to acquire some sort of &#8220;magical loot points&#8221; that symbolize having found some items that need to be analyzed to determine their function, command words, remaining charges, side effects, etc.</p>
<p>The players could then spend these points on magical items they desire.  More powerful or rare items require more points in cost as well as more game-time of analyzation.</p>
<p>In addition, postulate that adventurers earn most of their cash by selling unwanted magical loot.  Then the GM merely needs to calibrate how many of these loot points per month correspond to a decent/luxurious/extravagant lifestyle, and how many per month are needed to employ various hirelings.</p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57118</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Fri, 20 Nov 2009 19:32:38 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57118</guid>
		<description>@David: As a matter of fact my last proposition on this. Is pretty close to what you&#039;re saying. I agree that the wealth skill is in no way a necessity.</description>
		<content:encoded><![CDATA[<p>@David: As a matter of fact my last proposition on this. Is pretty close to what you&#8217;re saying. I agree that the wealth skill is in no way a necessity.</p>
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		<title>By: Hilli</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57117</link>
		<dc:creator>Hilli</dc:creator>
		<pubDate>Fri, 20 Nov 2009 17:03:56 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57117</guid>
		<description>Really interesting concept - the only thing that scares me a little, though, is that I would have to come up with wealth check DCs for each and every peace of equipment. Or wouldn&#039;t I?

And does anyone have a good idea for a rule of thumb regarding how many GP would equate a DC of 10?

I do like the idea of using a Shadowrun like system - one could have wealth levels like &quot;peasant&quot;, &quot;burger&quot; or &quot;prince&quot; to give players some idea how rich they are and what kind of holdings (land, henchmen etc.) they can afford.

Hmmm ... didn&#039;t the old D&amp;D expert box have st. like this?</description>
		<content:encoded><![CDATA[<p>Really interesting concept &#8211; the only thing that scares me a little, though, is that I would have to come up with wealth check DCs for each and every peace of equipment. Or wouldn&#8217;t I?</p>
<p>And does anyone have a good idea for a rule of thumb regarding how many GP would equate a DC of 10?</p>
<p>I do like the idea of using a Shadowrun like system &#8211; one could have wealth levels like &#8220;peasant&#8221;, &#8220;burger&#8221; or &#8220;prince&#8221; to give players some idea how rich they are and what kind of holdings (land, henchmen etc.) they can afford.</p>
<p>Hmmm &#8230; didn&#8217;t the old D&amp;D expert box have st. like this?</p>
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		<title>By: David Silverman</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57116</link>
		<dc:creator>David Silverman</dc:creator>
		<pubDate>Tue, 17 Nov 2009 21:41:14 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57116</guid>
		<description>Love the article. Great ideas. I wouldn&#039;t bother with a new skill for wealth, instead just split out those functions you noted with appropriate skill challenges. Everything you listed (that would fall under Wealth) could be accomplished with the creative use of a variety of skills.

Streetwise, Diplomacy, Bluff, and Intimidate are the most likely contenders. I&#039;d add Thievery and Stealth if you want to go underhanded. Arcana, Nature, History, and Religion could also help a fair amount for acquiring magic gear and info.

- Basically, there&#039;s no need for a new Wealth skill or gold (in my opinion). In the old days, bartering and trade was the big thing anyways.

- Love the idea of giving players gear automatically as they level (something new to look forward to each session). Especially 1st level. Brilliant.

- Special items/artifacts you might want to hand out are still valid. Everyone loves getting new rituals for the party, and items that help with those.

- Things like acquiring mounts and other fleeting possessions can be handwaved by the DM each session as appropriate to the story.</description>
		<content:encoded><![CDATA[<p>Love the article. Great ideas. I wouldn&#8217;t bother with a new skill for wealth, instead just split out those functions you noted with appropriate skill challenges. Everything you listed (that would fall under Wealth) could be accomplished with the creative use of a variety of skills.</p>
<p>Streetwise, Diplomacy, Bluff, and Intimidate are the most likely contenders. I&#8217;d add Thievery and Stealth if you want to go underhanded. Arcana, Nature, History, and Religion could also help a fair amount for acquiring magic gear and info.</p>
<p>- Basically, there&#8217;s no need for a new Wealth skill or gold (in my opinion). In the old days, bartering and trade was the big thing anyways.</p>
<p>- Love the idea of giving players gear automatically as they level (something new to look forward to each session). Especially 1st level. Brilliant.</p>
<p>- Special items/artifacts you might want to hand out are still valid. Everyone loves getting new rituals for the party, and items that help with those.</p>
<p>- Things like acquiring mounts and other fleeting possessions can be handwaved by the DM each session as appropriate to the story.</p>
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		<title>By: Hymn Collections for the Week of 11/8 &#171; The Spirits of Eden</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57115</link>
		<dc:creator>Hymn Collections for the Week of 11/8 &#171; The Spirits of Eden</dc:creator>
		<pubDate>Sun, 15 Nov 2009 17:23:23 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57115</guid>
		<description>[...] Chatty DM posted some excellent ideas for changing around D&amp;D 4e&#8217;s Economy. My favorite trick for the 4e economy is to completely ignore it and just hand everyone all the [...]</description>
		<content:encoded><![CDATA[<p>[...] Chatty DM posted some excellent ideas for changing around D&amp;D 4e&#8217;s Economy. My favorite trick for the 4e economy is to completely ignore it and just hand everyone all the [...]</p>
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		<title>By: jcdietrich</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57114</link>
		<dc:creator>jcdietrich</dc:creator>
		<pubDate>Sun, 15 Nov 2009 16:27:01 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57114</guid>
		<description>Some thoughts. What if... magic items were rare. Which is not to say that PCs won&#039;t have some, just that you won&#039;t be finding them all over the place. Instead EVERY magic item is like an artifact, or at least an artifact in the making.

Magic items will &quot;grow&quot; and change over time, and develop a personality (based on the character who is using it over time). Just as players can retrain on level changes, they will be able to retool their tools.

Retooling will be easier at heroic than paragon, as the personality of the items will still be weak. But by the time you hit epic, the items will be much harder to change as their personalities will much more established. (harder to teach an old dog new tricks)

What if...
The &quot;wealth&quot; skill value is controlled by sources of income, which were individually modelled like diseases/curses. (little more paper work, but could provide some interesting hooks)

A track could look something like this (note, I haven&#039;t done any math, so the numbers are just placeholders really)

Repossessed (immediately loose this income source)
Scraping by (sell for +5)
Low income (+1, or sell for +10)
Average income ( +3, or sell for +15)
Doing well ( +5, or sell for +20 )
Best in town ( +8, or sell for +30 )

On a given test you can draw on your income sources to get the value added (or you can sell for a one time larger bonus). However, there is also a chance that the income source itself could become hindered by dipping into it (haven&#039;t figured out if it should be a separate roll, or tied to the original check).

As well characters can do things to cause checks for improvements ( clean up the place, advertise to the right people, bring in a famous bard, break the right knees)

This can also simulate large winfalls such as a dragons horde. These incomes would either have automatic drops in status, or at least much higher chances of them dropping when you tap into them.

All gone (immediately loose this income source)
Just a handful ( +5 )
Bag full (+10 )
Box full (+20)
Room full (+50)

As well it can simulate investments that allow for speculation.

immediately loose this income source
50% of investment returned
100% investment returned
150% investment returned
200% investment returned
500% investment returned
.-= jcdietrich&#180;s last blog ..&lt;a href=&quot;http://beavercreek.coop/charter-compassion&quot; rel=&quot;nofollow&quot;&gt;Charter for Compassion&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Some thoughts. What if&#8230; magic items were rare. Which is not to say that PCs won&#8217;t have some, just that you won&#8217;t be finding them all over the place. Instead EVERY magic item is like an artifact, or at least an artifact in the making.</p>
<p>Magic items will &#8220;grow&#8221; and change over time, and develop a personality (based on the character who is using it over time). Just as players can retrain on level changes, they will be able to retool their tools.</p>
<p>Retooling will be easier at heroic than paragon, as the personality of the items will still be weak. But by the time you hit epic, the items will be much harder to change as their personalities will much more established. (harder to teach an old dog new tricks)</p>
<p>What if&#8230;<br />
The &#8220;wealth&#8221; skill value is controlled by sources of income, which were individually modelled like diseases/curses. (little more paper work, but could provide some interesting hooks)</p>
<p>A track could look something like this (note, I haven&#8217;t done any math, so the numbers are just placeholders really)</p>
<p>Repossessed (immediately loose this income source)<br />
Scraping by (sell for +5)<br />
Low income (+1, or sell for +10)<br />
Average income ( +3, or sell for +15)<br />
Doing well ( +5, or sell for +20 )<br />
Best in town ( +8, or sell for +30 )</p>
<p>On a given test you can draw on your income sources to get the value added (or you can sell for a one time larger bonus). However, there is also a chance that the income source itself could become hindered by dipping into it (haven&#8217;t figured out if it should be a separate roll, or tied to the original check).</p>
<p>As well characters can do things to cause checks for improvements ( clean up the place, advertise to the right people, bring in a famous bard, break the right knees)</p>
<p>This can also simulate large winfalls such as a dragons horde. These incomes would either have automatic drops in status, or at least much higher chances of them dropping when you tap into them.</p>
<p>All gone (immediately loose this income source)<br />
Just a handful ( +5 )<br />
Bag full (+10 )<br />
Box full (+20)<br />
Room full (+50)</p>
<p>As well it can simulate investments that allow for speculation.</p>
<p>immediately loose this income source<br />
50% of investment returned<br />
100% investment returned<br />
150% investment returned<br />
200% investment returned<br />
500% investment returned<br />
.-= jcdietrich&#180;s last blog ..<a href="http://beavercreek.coop/charter-compassion" rel="nofollow">Charter for Compassion</a> =-.</p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57113</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Fri, 13 Nov 2009 15:32:58 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57113</guid>
		<description>@Frelance: The answer is it&#039;s all in the detail... Yes in essence it is like a wish list but...

From the player perspective you do it a level up when your actually away of the table and looking at the character builder to upgrade your character and are actually making a decision not a wish.

For the DM you don&#039;t need to plan where they could potentially find it or force drop in place that would be artificial.

As for the weave it in the story part its only if you need it to ease your suspension of disbelief. I know for one that I won&#039;t invest much time in this and will use at nauseam the &quot;I found it on some dead critter who could no figure out how to use it&quot;. It&#039;s the default case anyway.

As you can see it might not be that big of an innovation but from our perspective it&#039;s a win on all of these front as these detail where annoying us.

Nobody as claimed that every one should use this. Hell where not even going to us it as presented here with all the feedback Phil had. I took the best idea out there to improve it.

So in the future if you fail to see the relevance say it but try doing it without the personal attack.</description>
		<content:encoded><![CDATA[<p>@Frelance: The answer is it&#8217;s all in the detail&#8230; Yes in essence it is like a wish list but&#8230;</p>
<p>From the player perspective you do it a level up when your actually away of the table and looking at the character builder to upgrade your character and are actually making a decision not a wish.</p>
<p>For the DM you don&#8217;t need to plan where they could potentially find it or force drop in place that would be artificial.</p>
<p>As for the weave it in the story part its only if you need it to ease your suspension of disbelief. I know for one that I won&#8217;t invest much time in this and will use at nauseam the &#8220;I found it on some dead critter who could no figure out how to use it&#8221;. It&#8217;s the default case anyway.</p>
<p>As you can see it might not be that big of an innovation but from our perspective it&#8217;s a win on all of these front as these detail where annoying us.</p>
<p>Nobody as claimed that every one should use this. Hell where not even going to us it as presented here with all the feedback Phil had. I took the best idea out there to improve it.</p>
<p>So in the future if you fail to see the relevance say it but try doing it without the personal attack.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57112</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Fri, 13 Nov 2009 02:18:35 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57112</guid>
		<description>@Frelance: Words fail me.  I mean, I guess you&#039;re trying to be helpful and &#039;constructive&#039; since you took the effort to comment, but it&#039;s kind hard to see under all the, as you call it, obtuseness.

There&#039;s a good chance that I had this reflection because the RAW did not meet my needs 100% and instead of complaining about it, I suggested alternatives.  Then several dozen people chimed in, bouncing new ideas off the original one, helping me better define what I &#039;m looking for to have my needs better addressed.  That&#039;s what I love about this blog.

Thanks for your comment. Please don&#039;t let the door hit you on your way out.</description>
		<content:encoded><![CDATA[<p>@Frelance: Words fail me.  I mean, I guess you&#8217;re trying to be helpful and &#8216;constructive&#8217; since you took the effort to comment, but it&#8217;s kind hard to see under all the, as you call it, obtuseness.</p>
<p>There&#8217;s a good chance that I had this reflection because the RAW did not meet my needs 100% and instead of complaining about it, I suggested alternatives.  Then several dozen people chimed in, bouncing new ideas off the original one, helping me better define what I &#8216;m looking for to have my needs better addressed.  That&#8217;s what I love about this blog.</p>
<p>Thanks for your comment. Please don&#8217;t let the door hit you on your way out.</p>
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		<title>By: Frelance</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57111</link>
		<dc:creator>Frelance</dc:creator>
		<pubDate>Fri, 13 Nov 2009 01:57:35 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57111</guid>
		<description>The whole post seems to lack self awareness to me.

First on magic items your system is to have players tell you what they want on their characters, and then the two of you work out a story of how it got there.  ... Pardon my obtuseness I suppose, but how is that different from a wishlist and roleplaying?

Second on Wealth, what you&#039;re describing is *exactly* (not even approximately, *exactly*) a Skill Challenge with Streetwise primary, Diplomacy, Bluff, Insight, and Perception as secondaries.

These aren&#039;t bad ideas.  They&#039;re very good ideas... but they&#039;re not innovations, they&#039;re already there in the canon ruleset you say you dislike!</description>
		<content:encoded><![CDATA[<p>The whole post seems to lack self awareness to me.</p>
<p>First on magic items your system is to have players tell you what they want on their characters, and then the two of you work out a story of how it got there.  &#8230; Pardon my obtuseness I suppose, but how is that different from a wishlist and roleplaying?</p>
<p>Second on Wealth, what you&#8217;re describing is *exactly* (not even approximately, *exactly*) a Skill Challenge with Streetwise primary, Diplomacy, Bluff, Insight, and Perception as secondaries.</p>
<p>These aren&#8217;t bad ideas.  They&#8217;re very good ideas&#8230; but they&#8217;re not innovations, they&#8217;re already there in the canon ruleset you say you dislike!</p>
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		<title>By: chad</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57110</link>
		<dc:creator>chad</dc:creator>
		<pubDate>Fri, 13 Nov 2009 00:57:55 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57110</guid>
		<description>I used a system like this for my final 3.5 campaign, and while mechanically it worked quite well, my players and I did feel that it `lost something&#039; by removing the discovery of new stuff for their characters to use (and if you ever played/ran high-level 3.x, you know about the tendency for characters to turn into walking equipment racks).  My adjustment was actually quite simple -- I just started adding in stuff again, on top.  Whenever I was preparing a climactic encounter, I&#039;d cast my mind/eyes over the magic items of the appropriate type/level, and I&#039;d throw it in as potential Found Items.  This happened pretty rarely, and often required a little extra effort, but seemed to meet both goals (simple, easy-to-adjudicate system and the Fun of Finding) pretty well.

That particular campaign was very abstract: there was no XP, not really any money, and most items were handled by the abstraction.  In-game, the characters were imbuing mundane items with special abilities, not finding long-lost relics of a forgotten empire all the time -- when they found long-lost relics of forgotten empires, they were actually long-lost relics of forgotten empires (usually clues and/or keys, and occasionally also placed magic items).</description>
		<content:encoded><![CDATA[<p>I used a system like this for my final 3.5 campaign, and while mechanically it worked quite well, my players and I did feel that it `lost something&#8217; by removing the discovery of new stuff for their characters to use (and if you ever played/ran high-level 3.x, you know about the tendency for characters to turn into walking equipment racks).  My adjustment was actually quite simple &#8212; I just started adding in stuff again, on top.  Whenever I was preparing a climactic encounter, I&#8217;d cast my mind/eyes over the magic items of the appropriate type/level, and I&#8217;d throw it in as potential Found Items.  This happened pretty rarely, and often required a little extra effort, but seemed to meet both goals (simple, easy-to-adjudicate system and the Fun of Finding) pretty well.</p>
<p>That particular campaign was very abstract: there was no XP, not really any money, and most items were handled by the abstraction.  In-game, the characters were imbuing mundane items with special abilities, not finding long-lost relics of a forgotten empire all the time &#8212; when they found long-lost relics of forgotten empires, they were actually long-lost relics of forgotten empires (usually clues and/or keys, and occasionally also placed magic items).</p>
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		<title>By: Destrin</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57109</link>
		<dc:creator>Destrin</dc:creator>
		<pubDate>Thu, 12 Nov 2009 17:01:43 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57109</guid>
		<description>Personally I think any item with a property rather than just a daily power has the potential to be very interesting in the right hands.  The flexibility and opportunity to customise your character further with items is vast</description>
		<content:encoded><![CDATA[<p>Personally I think any item with a property rather than just a daily power has the potential to be very interesting in the right hands.  The flexibility and opportunity to customise your character further with items is vast</p>
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	<item>
		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57108</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 12 Nov 2009 17:00:08 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57108</guid>
		<description>@Doom: One thing though is that the Artifacts in 4e absolutely rock.

Were I to remove all Magic Items to give inherent bonuses... I&#039;d keep the artifacts and maker sure they featured heavily in my games.</description>
		<content:encoded><![CDATA[<p>@Doom: One thing though is that the Artifacts in 4e absolutely rock.</p>
<p>Were I to remove all Magic Items to give inherent bonuses&#8230; I&#8217;d keep the artifacts and maker sure they featured heavily in my games.</p>
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	<item>
		<title>By: Yan</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57107</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Thu, 12 Nov 2009 16:32:33 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57107</guid>
		<description>@MJ Harnish: Its interesting that you mention the inherent bonus as I just found out about it yesterday while looking in the character builder... I don&#039;t have the DMG2 yet.</description>
		<content:encoded><![CDATA[<p>@MJ Harnish: Its interesting that you mention the inherent bonus as I just found out about it yesterday while looking in the character builder&#8230; I don&#8217;t have the DMG2 yet.</p>
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	<item>
		<title>By: Doomdreamer</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57106</link>
		<dc:creator>Doomdreamer</dc:creator>
		<pubDate>Thu, 12 Nov 2009 15:08:14 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57106</guid>
		<description>I think one of my biggest magic item problems with 3.5 and 4.x D&amp;D was the lack of magic items being something profound in both a system and flavor sense. When I think of a magic item, I think of the Moaning Diamond or (original) Rod of Seven Parts. Items that were not just a system addon or mechanicly perfect for the game, but special *because* they broke it. Like when an evil cleric with the Amulet of Pure evil and sucked in Paladin&#039;s city with the earthquake fissure thing. Sometimes, the system needs to step aside for an aweinspiring explosion of wonder (especialy rods of wonder).</description>
		<content:encoded><![CDATA[<p>I think one of my biggest magic item problems with 3.5 and 4.x D&amp;D was the lack of magic items being something profound in both a system and flavor sense. When I think of a magic item, I think of the Moaning Diamond or (original) Rod of Seven Parts. Items that were not just a system addon or mechanicly perfect for the game, but special *because* they broke it. Like when an evil cleric with the Amulet of Pure evil and sucked in Paladin&#8217;s city with the earthquake fissure thing. Sometimes, the system needs to step aside for an aweinspiring explosion of wonder (especialy rods of wonder).</p>
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	</item>
	<item>
		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57105</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 12 Nov 2009 12:36:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57105</guid>
		<description>I really need to take the time and read the DMG2 cover to cover.

Thanks everyone for your insights and comments.  Yan has set up a seemingly solid set of houserules for us based on the original idea and your feedback.  We&#039;ll let you know how it pans out.</description>
		<content:encoded><![CDATA[<p>I really need to take the time and read the DMG2 cover to cover.</p>
<p>Thanks everyone for your insights and comments.  Yan has set up a seemingly solid set of houserules for us based on the original idea and your feedback.  We&#8217;ll let you know how it pans out.</p>
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	<item>
		<title>By: MJ Harnish</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57104</link>
		<dc:creator>MJ Harnish</dc:creator>
		<pubDate>Thu, 12 Nov 2009 12:20:53 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57104</guid>
		<description>I have adopted the &quot;inherent bonus&quot; alternative rules from the DMG2 and now focus only on providing cool, flavorful, meaningful magical items that hold significance for the players both mechanically and story-wise.  It requires far less effort and results in a lot more satisfaction than laboring over what items a particular monster will drop or having players create a laundry list of items they want.  It also eliminates the need to obsessively count gold pieces or worry about magic items being turned into faerie dust that can be sold.
.-= MJ Harnish&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/GamingBrouhaha/~3/ptR_qbEwE50/&quot; rel=&quot;nofollow&quot;&gt;IndieCon – What’s on my “to play” list&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I have adopted the &#8220;inherent bonus&#8221; alternative rules from the DMG2 and now focus only on providing cool, flavorful, meaningful magical items that hold significance for the players both mechanically and story-wise.  It requires far less effort and results in a lot more satisfaction than laboring over what items a particular monster will drop or having players create a laundry list of items they want.  It also eliminates the need to obsessively count gold pieces or worry about magic items being turned into faerie dust that can be sold.<br />
.-= MJ Harnish&#180;s last blog ..<a href="http://feedproxy.google.com/~r/GamingBrouhaha/~3/ptR_qbEwE50/" rel="nofollow">IndieCon – What’s on my “to play” list</a> =-.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jonathan Drain</title>
		<link>http://critical-hits.com/2009/11/09/turning-dd-4es-economy-on-its-head/#comment-57103</link>
		<dc:creator>Jonathan Drain</dc:creator>
		<pubDate>Wed, 11 Nov 2009 22:10:20 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=4106#comment-57103</guid>
		<description>I&#039;m a fan of giving out item improvements rather than just new items all the time. One idea I had was a magic sword which you improved by engraving extra runes of power; the player might touch the rune to activate the power. One campaign had an paladin with an intelligent weapon inhabited by a celestial that upgraded in power over time in response to heroic acts, while the monk gained divine abilities such as flaming fists.

I don&#039;t know if I&#039;d ditch magic item treasure entirely, since it&#039;s fun to find loot and haggle over how to divide the treasure, but alternative ways to hand out magic can be interesting.
.-= Jonathan Drain&#180;s last blog ..&lt;a href=&quot;http://www.d20source.com/2009/11/universal-solution-to-every-plothole&quot; rel=&quot;nofollow&quot;&gt;Universal Solution To Every Plothole&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I&#8217;m a fan of giving out item improvements rather than just new items all the time. One idea I had was a magic sword which you improved by engraving extra runes of power; the player might touch the rune to activate the power. One campaign had an paladin with an intelligent weapon inhabited by a celestial that upgraded in power over time in response to heroic acts, while the monk gained divine abilities such as flaming fists.</p>
<p>I don&#8217;t know if I&#8217;d ditch magic item treasure entirely, since it&#8217;s fun to find loot and haggle over how to divide the treasure, but alternative ways to hand out magic can be interesting.<br />
.-= Jonathan Drain&#180;s last blog ..<a href="http://www.d20source.com/2009/11/universal-solution-to-every-plothole" rel="nofollow">Universal Solution To Every Plothole</a> =-.</p>
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