D
dco
Guest
Nothing wrong, only my group preferences, some people never cared about optimizing their characters and as we get old others have less time and prefer to dedicate it to other things.Well, I would point out that there are many people that have played D&D for decades without magic item pricing, and that they have managed to find reasons to play.
That said, this is just a different philosophy (and that's fine!). Some people like to design their characters from level 1 to 20, including what magic items they get to power up their characters. Heck, some editions of D&D encouraged this type of design.
5e isn't one of those editions. You don't need magic items. They are a bonus. But, yes, magic items are fun and awesome! Some people prefer to think of magic items as design points, as things that they, as players, read about (you know, that "boring stuff about how magic items work") so that they can pick out the best magic items for their characters and get them. Others view them more like a bonus, and adjust their characters as they get magic items; some of my coolest characters were influenced by serendipitous magic items.
There isn't a wrong there, but it's definitely a preference. I hope you find a table that matches your preference.
With the 3, 3.5, Pathfinder and 4e is going to be difficult to play without magic shops because the systems expect the characters to have X amount of money per level spent on magic items. You can always play without magic items or the ones that the adventure/campaign gives you (impossible to be optimized for all kind of characters and teams), but then a lot of fights are not going to be fun, only cruel tpks.
At some point the players or the DM has to do their homework and read what are the best magic items for the team and the magic shop was a resource to buy or change things, another thing I didn't like is that some items were practically obligatory.
As D&D 5e streamlined a lot of things the end of the magic shops was a good choice, easier for new players and old players who don't want to spend more time. On the other hand people who want the old magic shops can easily use the old charts but they will face a similar problem to the people who didn't want magic items with the old editions, the bestiary works far better without magic items.
There are lots of adventure paths, campaigns, etc that can bring characters to 16-20 level. In any case the old games expected the characters to have magic items to face some encounters and characters had feats that should be picked when you leveled up without knowing what the adventure was going to give you. That's by design, if you had a chain of feats for one kind of weapon and the adventure didn't give you a magic weapon of that type you were screwed or you needed a magic shop.This is an entirely valid gripe but I can only see it come up when you're building a character over 20 levels and decide what you want to be when your character grows up from the onset.
Take optimization based on game rules out of the discussion for a minute and think about optimization based on the game world.
Personally, I advise my players to not build their characters to 20 during character generation. Reason for this is that I believe its better from a player perspective to build a character around the nuances of the campaign and game world than the rules set.
That way if you happen to find a masterwork axe of eternal fubar +2 and don't have the proficiency for it yet, you know you can keep the axe and get the skill later. It doesn't mess up your grand plan for your character. Same can be said for any other choice as whatever comes up in the game might be cooler than what you imagined to begin with.
Peace
KB
5e characters are far more versatile, spellcasters have more versatility with spells, martial classes have more versatility with weapons, all have two good saves, etc. You won't have too much choices when you level up, perhaps if you play with feats and those at least don't have other feat taxes.