For anyone who missed it, the last few posts in THIS thread also discuss the same issue (I tried some cunning moderating but seem to have lost the knack, alas). Now, this endless chatter seems to have reached a natural conclusion - Anatoliy can have his wealth-by-level approach, this will limit powerful loot to the satisfaction of those of us who want verisimulation, and Endarire can - how did he put it? He can craft to his hearts content, and get his overpowered gear even earlier than normal, as Dolio's analysis points out. I love a happy ending. People can of course keep going round and round if they like, I'm certainly not shutting anything down and such chatter is useful (up to a point...) for thinking about choices we make in modding. But I will say this: Modders have to make choices, as previously pointed out. And aside from the fact they have to cater to ordinary players - not min-maxers, or soloers, or whoever, just regular players - they also have no capacity to influence the game beyond their initial modding. Ergo, and I shouldn't have to say this but apparently I do, PnP experiences of, "well my players craft themselves +5 socks asap and the game is better for it!" only make sense because the GM then subsequently takes this into account and caters the game to reflect it, whether deliberately or subtly. Indeed, this is what GMing is. A modder, though, can do no such thing, he can only make his mod according to his initial choices and release it. (Leaving aside excruciating micro-managing via script, which doesn't bear thinking about). So, if the players choose to craft, well, that's fine, but as per Dolio's analysis (and probably everybody's experience), they give themselves a massive advantage in doing so. Again, that's fine. But the modder can't, and shouldn't, assume this will happen. He can only balance the game via what he is selling, or what loot he is giving. He might restrict loot so the player can't afford the GP cost of crafting, but then they can't afford to buy anything either, so they just don't get to have anything either way, and everybody loses. So he has to give something. But to avoid flooding the game with overpowered items and the obvious problems it raises - eg: something like the wealth-by-level guidelines will have to be adhered to. If not those exact 'rules', then some sort of consistent approach. Moreover, the modder - that is, the modder not of new spells or new weapons or a Binks and Wedge mod (was that its name?) or 0rion's nonsense, but a modder of new modules and new content in that sense - almost certainly is making his mod to tell a story, at least on some level. And thus the 'realism' aspect is important, because he is trying to create a narrative, and a small village with the aforementioned, "racks of +3 Holy Keen items" detracts not just from the modders attempts to create challenge, and balance, but also from his attempts to create at least some sort of consistent fantasy setting. So that approach doesn't really work on any level. Anyway, that's my $0.02. It's Anatoliy's call, and if he includes a Verbobonc locale where you can indeed buy everything, that's fine because by isolating it, the players who want to can also avoid it. It's like the module writers had actually thought of that sort of thing.... But then, EGG knew what he was doing when he said the traders had, "70% chance of ring mail, 50% scale mail, 30% chain mail, 10% banded mail" etc. D&D was NEVER intended you could just get everything you wanted all the time.