D&D General 6E But A + Thread


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Another thought: how should a theoretical 6E treat loot and treasure rewards? What place do piles of silver and/or magic items have in D&D going forward. Should the game be aiming for Diablo style loot drops? Or should it be minimized or excised entirely?
As a person derided earlier in this very thread for enjoying magic items demotion in 5E, id like to see that continue in 6E. Magic items that do cool things, but dont do more numbers is my preference. I enjoy dialing back the incentive to kill things and take their stuff. Old school GMs never understood the assumed place magic items had in the game math since at least 3E, so its not a good idea to build it in anyways.
 



Another thought: how should a theoretical 6E treat loot and treasure rewards? What place do piles of silver and/or magic items have in D&D going forward. Should the game be aiming for Diablo style loot drops? Or should it be minimized or excised entirely?
Eh, jewels and big coinage in RPGs is usually overrated IMO, especially at lower levels and especially in magic-limited games. There just isn't enough to buy with it.

What good is a 5,000 gp treasure when the DM doesn't let players buy potions with it?
 



Eh, jewels and big coinage in RPGs is usually overrated IMO, especially at lower levels and especially in magic-limited games. There just isn't enough to buy with it.

What good is a 5,000 gp treasure when the DM doesn't let players buy potions with it?
The trick is to include things in the setting to spend your treasure on.
 

It's been my stance since forever that the primary market should be college-age and higher, because:

--- aiming at that cohort means the game doesn't have to be sanitized or made "family-friendly"
--- it can be written to an adult level of comprehension
--- by that age, or shortly after, people tend to settle into their lifestyles and ideally you want those lifestyles to include the game you're trying to market
When exactly did you start playing though?

From previous discussions, the vast majority of people on ENworld seem to have started in the 10-14 age range.

Seems a bit weird to complain about aiming to sell games to that age group on that basis. Also you don't have to do the first two points to market to that age group, that's a choice, and I'm not sure it's a smart one.
 

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