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If you aren't buying magic items, where will you spend your gold?
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<blockquote data-quote="Chocolategravy" data-source="post: 6421766" data-attributes="member: 6778085"><p>A problem which would have easily been solved with a decent crafting system. Of all the things they take from MMOs and shatter any RPG verisimilitude with, why don't they take a decent crafting system because that solves a lot of problems and doesn't break verisimilitude. Want to have magic armor, you need hide from X and scales from Y. Want a magic staff, gotta find a rare tree A and get beholder eye B and silver blessed by C.</p><p></p><p> This way it is MUCH easier to control magic item availability in your game. An encounter can but doesn't have to drop an entire magic item, it can drop a part of one. In the same way gold can be used to buy magic items or parts of magic items but availability of either is far more in the hands of the DM and feels far less artificial. It also greatly promotes PCs taking some initiative and going out and doing side quests.</p><p></p><p> Entirely as an option you can also add wear in to explain why magic items exit the world and don't accumulate. In 3E destroying items with sunder, disjunction or rolling 1 on a DEX save was relatively common at higher levels. A similar system for 5E could be entirely appropriate and meshes well with a crafting system.</p></blockquote><p></p>
[QUOTE="Chocolategravy, post: 6421766, member: 6778085"] A problem which would have easily been solved with a decent crafting system. Of all the things they take from MMOs and shatter any RPG verisimilitude with, why don't they take a decent crafting system because that solves a lot of problems and doesn't break verisimilitude. Want to have magic armor, you need hide from X and scales from Y. Want a magic staff, gotta find a rare tree A and get beholder eye B and silver blessed by C. This way it is MUCH easier to control magic item availability in your game. An encounter can but doesn't have to drop an entire magic item, it can drop a part of one. In the same way gold can be used to buy magic items or parts of magic items but availability of either is far more in the hands of the DM and feels far less artificial. It also greatly promotes PCs taking some initiative and going out and doing side quests. Entirely as an option you can also add wear in to explain why magic items exit the world and don't accumulate. In 3E destroying items with sunder, disjunction or rolling 1 on a DEX save was relatively common at higher levels. A similar system for 5E could be entirely appropriate and meshes well with a crafting system. [/QUOTE]
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If you aren't buying magic items, where will you spend your gold?
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