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General Tabletop Discussion
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A Mess of OP Characters (magic items, rest mechanics, etc.)
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<blockquote data-quote="Paul Farquhar" data-source="post: 8957885" data-attributes="member: 6906155"><p>In my experience, players tend to loot an average of around 10,000 gp from the WotC full length adventures. The average cost for magic items from XG are:</p><p></p><p>C: 45 gp</p><p>UC: 350 gp</p><p>R: 11,000 gp</p><p>VR: 35,000 gp</p><p>L: 175,000 gp</p><p></p><p>So I would expect a party, upon completing a WotC adventure, to be able to afford a smattering of common and uncommon items, or one rare. But the other thing about the guidance you claim doesn't exist is that the only magic item you can expect to walk into a shop and buy is a potion of healing. Anything else, you have to spend weeks looking for, then roll on a random table. As for encounters, the "non-existent" guidance tells you that they are balanced on the assumption that the party has zero magic items. So clearly you will need to ramp up the difficulty* if they are well equipped.</p><p></p><p>But what you describe in the OP is typical of D&D played by kids. I used to play like that when I was a kid. And no, it's not much fun for grown-ups. The solution is simple - hand over DMing duties to one of the kids.</p><p></p><p></p><p>*Has anyone mentioned that an easy way to ramp up the difficulty is to use adventures designed for higher level parties?</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8957885, member: 6906155"] In my experience, players tend to loot an average of around 10,000 gp from the WotC full length adventures. The average cost for magic items from XG are: C: 45 gp UC: 350 gp R: 11,000 gp VR: 35,000 gp L: 175,000 gp So I would expect a party, upon completing a WotC adventure, to be able to afford a smattering of common and uncommon items, or one rare. But the other thing about the guidance you claim doesn't exist is that the only magic item you can expect to walk into a shop and buy is a potion of healing. Anything else, you have to spend weeks looking for, then roll on a random table. As for encounters, the "non-existent" guidance tells you that they are balanced on the assumption that the party has zero magic items. So clearly you will need to ramp up the difficulty* if they are well equipped. But what you describe in the OP is typical of D&D played by kids. I used to play like that when I was a kid. And no, it's not much fun for grown-ups. The solution is simple - hand over DMing duties to one of the kids. *Has anyone mentioned that an easy way to ramp up the difficulty is to use adventures designed for higher level parties? [/QUOTE]
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