Chaosmancer
Legend
I didn't see where consumables are half in the DMG, but I was skimming while looking it up. So my apologies.
Yeah, it is stupid easy to miss. Took me a while to notice it.
I didn't see where consumables are half in the DMG, but I was skimming while looking it up. So my apologies.
Agreed. That would be a good change to the DMG, and might help the situation out for some - clear price levels (varied of course) for different types of items.Yeah, it is stupid easy to miss. Took me a while to notice it.
It is this one. Not only that, you and I have pretty much gone over this specific clarification earlierBeing able to purchase items - assuming that's the brick wall to which you refer - can and does certainly affect a lot of non-downtime play but that actual buying (and selling!) is almost without exception a downtime activity. Thus, it again comes back to a design-level de-emphasis on downtime.
You are wayy off with that statement. With 5e it assumes zero magic items and unoptimized PCs. Start changing that without significantly changing bounded accuracy crippled monsters and the math grossly collapses somewhere in mid to late tier 2 or early tier3 depending on how many players have a smidgen of thought to their build before magic items were added.
Fair enough.At the end of my list, I stated it could go on and on. Also, I never said only? I was just giving examples of how the gold economy in D&D does work for people that use all pillars of play. If you just go from dungeon to dungeon killing and looting, then many of the spells, abilities, backgrounds, and racial characteristics are worthless too.
That's reductive. Many groups enjoy varied activities.If you just go from dungeon to dungeon killing and looting, then many of the spells, abilities, backgrounds, and racial characteristics are worthless too.
Now you're veering dangerously close to telling people if they just want to purchase items for their gold, they're playing the game wrong.That said, if a DM cannot find any reason to institute gold from a character's actions outside of buying potions and magic items, then I am going to say that character is a static character. That is not a bad thing. Some of my favorite characters have been static. But to have an entire group of static characters is surprising. Rare even. Like having an entire player group that only want to play clerics.
If not that, then the DM should respond to the player and put a little effort into that part of play.
This is, it's not just magic items: there's not much core-game guidance for purchasing anything much bigger than mundane adventuring gear.Point remains the same: adventures give out gold, but there aren't any rules for purchasing magic items worth a damn in this edition.
Or if not intends, says "eh, if they're really worried about it, they'll just go to DMs Guild and buy a bunch of stuff to fill in the gaps for themselves."I sometimes think that WotC fully intends on people to dust off their old books like Arms & Equipment or Aurora's Whole Realms Catalogue to fill in these sorts of gaps.
Those are great books. I used them both to fill out my master equipment list.I sometimes think that WotC fully intends on people to dust off their old books like Arms & Equipment or Aurora's Whole Realms Catalogue to fill in these sorts of gaps.
Even older PHB's have way more going on in the equipment list than 5e. We used to have a plethora of alchemical items, for example. Sunrods, thunderstones, smokesticks, tanglefoot bags...it really feels like 5e was built with the idea that you scrounge for a few levels to buy better armor, then you're meant to forget money is a thing!Those are great books. I used them both to fill out my master equipment list.