I could be wrong, but you appear to change the subject here.
Absolutely - your complaint about the adventures general cataclysmic nature simply rang a bell. Poor choice of words on my part
I could be wrong, but you appear to change the subject here.
In short: D&D absolutely needs an utility-based pricing and creation framework for magic items.
I recently had cause to deal with this for a Sigil based campaign. At the center of everything, it makes sense everything is for sale. To deal with the dirty hobos with bags of cash only buying top shelf items, I've added an "access" stat. Access is simple, it runs in tiers just like items do. To get it, you have to make friends -- no one selling 50k gp items lets just anyone into thier stores, after all. You also have to look the part -- if you pay for a poor lifestyle, you can't get into the good shops. This drives rp onto gaining social status to procure access, and acts a modest drain on gp by driving a need for higher lifestyle costs.Hum, personally, I'm very glad 5e does not encourage the purchase of magic items.
However, I wouldn't be against a system that allows you to spend gold to gain X, with a variant rule allowing X to be a magic item. Not unlike ASI are baked into the system, but a variant rule allows feats to be purchased instead, in games that allow it.
Then again, we'd be bound by some kind of wealth-by-level scale to keep things balanced for all, and I'm not sure I wanna go back there. In fact, I *know* i don't want to go back there.
I don't really have anything to suggest however...
Sorry if you believe that there's nothing I can say.Here's the thing about the 3.x "economy": they just made numbers up. WotC has explicitly stated that is why they aren't doing it this go around, there never was any rational basis for the magic economy. You could use the prices from the 3.x DMG and it would be as rational as anything else.
Sorry if you believe that there's nothing I can say.
We've had plenty of threads on the subject of rational pricing, I suggest you go look those up.
If you still have any objections, I would be more than happy to address your specific concerns.
Someone probably expanded on this already, but in case not here is a quick outline:I think that mathematically it comes out to a +5/-5. You roll two dice and take the higher roll (or lower in the case of disadvantage). IMO, this is too much of a modifier for most rolls. It's the equivalent of the proficiency bonus of a 13-16th level character.
In the vein of the 3.x and PF DMGs, that is. Not the crap nonsense of "rarity". And certainly not the utter insanity that the new AL-adopted treasure point system where the glaring gold issue is swept entirely under the rug!
Good luck with your game
Training expenses.That is one of my issues with the edition. You can get all kinds of money, but then the DM needs to find out uses for it, because there's little to buy past 2nd or 3rd level. Sure, for a simulationist campaign where you're building your own keep, refurbishing an ancient cathedral, you can come up with solutions, but that doesn't work well with adventuring based campaigns where you have little down time. Monthly living expenses is a decent idea, but once again it works better in campaigns where PCs have a more set timeline than one where they're constantly haring off after some trouble or another.
Been a problem since the beginning, because the game was based off stories like Conan/Fafhrd & Grey Mouser where the protagonists were chasing after all kinds of wealth and conveniently spent it all on drinking/whoring between adventures as a narrative conceit. Harder to do when the players choose not to do that and an ale is 3 cp, and they've got 3,000 gp.