Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site eosp1.UUCP Path: utzoo!watmath!clyde!burl!ulysses!allegra!princeton!astrovax!fisher!eosp1!robison From: robison@eosp1.UUCP (Tobias D. Robison) Newsgroups: net.games.frp Subject: Re: WISHES, and the economics of making magic objects Message-ID: <1268@eosp1.UUCP> Date: Wed, 21-Nov-84 13:09:44 EST Article-I.D.: eosp1.1268 Posted: Wed Nov 21 13:09:44 1984 Date-Received: Thu, 22-Nov-84 07:33:05 EST References: <943@aecom.UUCP> <47@cmu-cs-k.ARPA> Reply-To: robison@eosp1.UUCP (Tobias D. Robison) Organization: Exxon Office Systems, Princeton Lines: 21 Summary: One thing that has troubled me about AD+D is the remarkable difficulty of creating magic objects, relative to their value. Many of the really expensive items seem well-priced, but the low-priced objects, particularly potions, make no sense at all. (In discussing price, I am referring primarily to the "value" of the objects in the AD+D DM guide.) For example, it makes no sense to me that potions of healing should be more common than wands of healing, which would have many more charges and would be easier to carry. I would also expect potions to be made in enormous quantities (for economy of scale), but they never seem to OCCUR in large quantities. It appears that the object values were set to be reasonable regarding discovered treasure, and the description of how to create magical treasure was made in order to discourage the creation of magic (since the point of the game is to find it, not create it). - Toby Robison (not Robinson!) {allegra, decvax!ittvax, fisher, princeton}!eosp1!robison