So here's my question for the pro-wish-list crowd:
Why do you need the DM to be involved at all?
I mean, if it's that all-fired important to you to have X, Y, and Z magic items, if it's central to your character concept and you don't want the hassle of questing for them, why do you want the hassle of writing up a wishlist that the DM will have to keep track of and who knows when you actually get the items? Why not just decide "Okay, I have this item now?"
I'm envisioning a system where you accumulate some type of resource over time, and then you can expend that resource to produce the item you want. Of course this gives you an advantage over the folks who just use what they find, so you have to pay a little extra for it--a feat, say. And we'll need some kind of in-game justification for where these items are coming from. How about saying your character has learned to craft magic items? Yeah, that should work.
Man, if only we had a system like that in D&D.
Why do you need the DM to be involved at all?
I mean, if it's that all-fired important to you to have X, Y, and Z magic items, if it's central to your character concept and you don't want the hassle of questing for them, why do you want the hassle of writing up a wishlist that the DM will have to keep track of and who knows when you actually get the items? Why not just decide "Okay, I have this item now?"
I'm envisioning a system where you accumulate some type of resource over time, and then you can expend that resource to produce the item you want. Of course this gives you an advantage over the folks who just use what they find, so you have to pay a little extra for it--a feat, say. And we'll need some kind of in-game justification for where these items are coming from. How about saying your character has learned to craft magic items? Yeah, that should work.
Man, if only we had a system like that in D&D.
Last edited: