Flexor the Mighty!
18/100 Strength!
In my game I'm assuming that magic isn't what it once was, which may work better in Greyhawk with the fallen Suel and Baklunish empires and their annihilations, and the art of creating most stuff is lost.
Juliet is a bad example- she's a sheltered girl from an upper-class mercantile background. She's not motivated in any way your thinking of because she isn't an adventurer and comes from money.Juliet gets a Feign Death potion from Friar Lawrence, and that potion is either magic or sufficiently advanced technology... but she's not buying the potion with gold coins which she gained when she fought packs of kobolds, driving them from the outskirts of Verona so that humans can re-settle the area, is she? She's not balancing that purchase against a +1 sword or saving towards a Bag of Holding. She's not *upgrading*, is really my point. She's interested in a purpose other than incrementing her Challenge Rating.
I *remain baffled* by the idea that "gold, when not spendable on magic items, is worthless". Help, please?
I know some DMs figured this out without KoDT making it obvious. I am aware of one table- not one I was at- in which the party amassed significant wealth before the DM decided to run the Against the Giants modules. The players, all army brats (such as myself), figured out they could hire a significant mercenary army with their combined cash, and did so- the modules were a cakewalk.
After that, the DM had less of a problem with PCs buying magic than he did with them shopping for trebuchets and warhorses.
I'd disagree with that.D&D is pretty much divorced from anything but emulating D&D IMO. And unlike the dawn of the game where players were looking to add some Conan or Fafhrd and the Grey Mouser to their tabletop game now players are coming from I'm guessing a more CRPG and MMO background with totally different expectations.
Me I'm at the point where I love D&D unless I think about it too deeply, then the tropes and things start to fall apart and I wonder why I'm messing with it. The idea that you come out of the dungeon with x number of gold which lets you live the high life for X number of months and then when the ales and whores have dried up you go back out looking for that next big score really doesn't resonate with players I talk to as much, even old school players who have been playing D&D since the 80's but playing the 3e+ versions of the game now for 15 years.
No reason to ever create scrolls? I hope you are joking.
I am an adventuring mage with time and gold on my hands. I can only cast X number of spells per day before needing a rest to recover some magical energy. How would having a half dozen or more EXTRA ready to cast spells above and beyond that limit possibly help me? Nope can't think of anything. Yep. Scrolls are useless.
I'd disagree with that.
While it's possible to play D&D as D&D with all the conventions of the game and history, the base rules themselves are neutral and subject to the assumptions people bring with them. So MMO players will expect regular loot and a high turnover of gear, but new players inspired by fantasy fiction - both modern and classic - might try and emulate those sources of inspiration. To someone new, approaching D&D now isn't *that* different from approaching at "the dawn of the game".
Only instead of looking to add some Conan or Fafhrd they're adding some Harry Potter and Percy Jackson.
1.) You'd have to find the formula first.
2.) It takes months or years to create each scroll.
3.) Concentration economy is, in my experience, more restrictive than spell slot economy. Maybe because I'm stingy.
4.) Spells compete with the opportunity cost, whether that is spell research or permanent reusable items just as good as spell scrolls and more reusable. Wand of Web, Brazier of Summoning Fire Elementals, Winged Boots, etc. Some of these are also superior in the concentration economy.
I would be hard-pressed to think of a spell worth creating a scroll for under DMG rules, compared to the opportunity cost. If you have suggestions let's see your numbers.
You continue to talk about adding set prices to the DMG even though you know I am not advocating it.Yes. It is that easy. You don't need to set it up for the whole list.
If you do advance preparation, you come up with a handful of magic items you would like the characters to have access to, price them according to what your players can afford, set up a magic shop, let your players role-play buying them. If you want to have magic items made, then do the same thing save have a timetable for them to be made.
If you're interested in setting up magic like 3E, then use 3E books to set up the prices and use 3E conventions for gold. That's what you appear to be asking for.
Why do you need your players to be able to open up the DMG and have a set price for all magic items in an edition of D&D that is specifically not made for you to be able to do that? Even the attunement rules are there to make sure your players have no more than a handful of magic items. Three attuned and anything more than a simple +1 sword or suit of armor or a separately carried back is attuned. That means three attuned magic items and maybe a few extra items here and there at most is the design of the new game.
You should have no trouble coming up with a few available magic items for your players to buy that are useful and should be able to make the experience of acquiring them fun. This edition most assuredly was not set up to be in anyway like 3E with magic shops everywhere. If you want that, then use the 3E magic item rules and gold conventions. Then adjust all your monsters and encounters to account for using 3E magic item and gold rules. You'll have to do it all on your own because 5E was not built for 3E magic item items as easily acquired products rules. It would be your house rule. It is possible for you to do it using older editions and adjusting your encounters to fit that model.
Because WotC have said they plan to add more support for previous editions?Otherwise, you are out of luck. You can argue until you're blue in the face that you think the option should have been available. Maybe they make something like it available in later books or a third party vendor makes it available. It is pretty obvious that the designers of 5E did not intend in anyway for magic items to be that available and did provide an option for it other than what you make up. 5E doesn't want magic item shops with easily available magic items. The game isn't balanced for it. The rules don't encourage it. So why include something the game is not currently built for?
A lot of classic characters tended to live hand-to-mouth. Conan, Fafhrd and the Grey Mouser, Elric to an extent. They find a treasure and then spend said treasure. And most fantasy stories start out with tight purse strings or the protagonists struggling to make ends meet, such as the Kingkiller Chronicle, Wheel of Time, and some characters in Game of Thrones. Even the franchise fiction, such as the Drizzt books or the Dragonlance Chronicles series have heroes with limited means who aren't "making it rain".There is definitely that too, which is part of why I think save the world adventure paths are so common. Fantasy about just getting enough cash to get your through the next round of ale and whores isn't as prominent. Though if anyone know of modern authors that write that kind of fantasy fiction I'd like to know.