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<blockquote data-quote="CapnZapp" data-source="post: 7043954" data-attributes="member: 12731"><p>I started a thread linking to a blog post which clearly states how 5E's treatment of loot is incomplete and inconsistent, in that </p><p>1) it still heaps tons and tons of gold upon adventurers. With Storm King's Thunder, this is as official as can be.</p><p>2) official modules take little to no downtime into account. Just like my players, the modules simply aren't interested in building wizard towers or managing thieves' guilds.</p><p>but not</p><p>3) provides a robust way of purchasing things useful for the adventure (i.e. "uptime") with all that gold</p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?511752-In-fifth-edition-D-amp-D-what-is-gold-for" target="_blank">http://www.enworld.org/forum/showthread.php?511752-In-fifth-edition-D-amp-D-what-is-gold-for</a></p><p></p><p>Like so many other threads, it was trainwreckd by the usual suspects, so excuse me if I can't assume they are arguing in good faith like you do. (I have discussed this many other times too. Without exception to have a select number of posters to derail the discussion, since apparently, any criticism of 5E is intensely unbearable to them). So if I'm a little hard to suss out in this thread, it is only because I try to limit myself to the absolute minimum of interaction when it comes to explaining these things.</p><p></p><p></p><p>You say that as if it was true, and that nobody would think it a bad change. </p><p></p><p>In reality, there is <strong>nothing</strong> that prevents 5e's magic items to be used in the useful and fun role of providing players with useful outlets for all that gold they get. </p><p></p><p>Assuming, of course, WotC completes their promise of providing support for previous edition play, by publishing an utility-based magic item creation and pricing guideline.</p><p></p><p></p><p>I have to completely disagree on all levels, I'm afraid. </p><p></p><p>For one thing, magic items was one of the worst aspects of 4e. They were interminably dull. I'm not only talking about the way their bonuses only let you keep up with the threadmill; they gave out a large number of minimal and situational bonuses, that was only a chore to keep up with. I frequently had to combine two items into one just to have my players pick them up, but in the end they rarely bothered using them. (4e character have plenty of buttons to press already, as you know)</p><p></p><p>No, 5e's items are items done right, and changing that would completely defeat the purpose of doing all that work on a new magic item pricing guideline. It is exactly the items of the DMG you'd want to offer up for purchase (and even construction).</p><p></p><p>In my not so humble opinion.</p><p></p><p>Give me that, and an "advanced monster manual" of tricked-out replacement Balors etc (somewhat like Dave2008's efforts, but perhaps just a tad toned down), to account for the extra PC power, and I would be a happy camper indeed <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Again, apologies for the aside. Now back to your regular Warlord programming.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7043954, member: 12731"] I started a thread linking to a blog post which clearly states how 5E's treatment of loot is incomplete and inconsistent, in that 1) it still heaps tons and tons of gold upon adventurers. With Storm King's Thunder, this is as official as can be. 2) official modules take little to no downtime into account. Just like my players, the modules simply aren't interested in building wizard towers or managing thieves' guilds. but not 3) provides a robust way of purchasing things useful for the adventure (i.e. "uptime") with all that gold [url]http://www.enworld.org/forum/showthread.php?511752-In-fifth-edition-D-amp-D-what-is-gold-for[/url] Like so many other threads, it was trainwreckd by the usual suspects, so excuse me if I can't assume they are arguing in good faith like you do. (I have discussed this many other times too. Without exception to have a select number of posters to derail the discussion, since apparently, any criticism of 5E is intensely unbearable to them). So if I'm a little hard to suss out in this thread, it is only because I try to limit myself to the absolute minimum of interaction when it comes to explaining these things. You say that as if it was true, and that nobody would think it a bad change. In reality, there is [B]nothing[/B] that prevents 5e's magic items to be used in the useful and fun role of providing players with useful outlets for all that gold they get. Assuming, of course, WotC completes their promise of providing support for previous edition play, by publishing an utility-based magic item creation and pricing guideline. I have to completely disagree on all levels, I'm afraid. For one thing, magic items was one of the worst aspects of 4e. They were interminably dull. I'm not only talking about the way their bonuses only let you keep up with the threadmill; they gave out a large number of minimal and situational bonuses, that was only a chore to keep up with. I frequently had to combine two items into one just to have my players pick them up, but in the end they rarely bothered using them. (4e character have plenty of buttons to press already, as you know) No, 5e's items are items done right, and changing that would completely defeat the purpose of doing all that work on a new magic item pricing guideline. It is exactly the items of the DMG you'd want to offer up for purchase (and even construction). In my not so humble opinion. Give me that, and an "advanced monster manual" of tricked-out replacement Balors etc (somewhat like Dave2008's efforts, but perhaps just a tad toned down), to account for the extra PC power, and I would be a happy camper indeed :) Again, apologies for the aside. Now back to your regular Warlord programming. [/QUOTE]
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