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General Tabletop Discussion
*Dungeons & Dragons
DMG 5.5 - the return of bespoke magical items?
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<blockquote data-quote="Lanefan" data-source="post: 9497749" data-attributes="member: 29398"><p>Which is at least a somewhat realistic take on the often-unrealistic amount of treasure in dungeons: it's gonna be random, or based on whatever last owned the place.</p><p></p><p>If the magic item required for the concept is relatively common and-or useful to anyone (say, a device of at-will flight) it's usually pretty easy to handle. That said...</p><p></p><p>...if the character concept hinges on a near-unique item like this, the player IMO just might want to rethink.</p><p></p><p>You call it tragedy. I call it Tuesday.</p><p></p><p>I've long ago learned the hard way to <em>never</em> design anything around any one specific PC as without fail that'll be the character who immediately dies, or gets booted from the party, or who the player decides to retire* or cycle out.</p><p></p><p>* - I did this to my DM once. Unknown to me, the next adventure was mostly based around one of my PCs (I was running two at the time); but for perfectly valid in-game reasons I wanted that character to retire. I stated the character was staying in town, and why; other players heard me but the DM didn't, and we got two days out of town with him still thinking I had two characters in the group. It wasn't until we got to dangerous territory and made up our night-watch list that the DM realized my other character wasn't there. </p><p></p><p>"Squaaawk!" says the DM. "Where'd he go???"</p><p>"He's back in town where I said he was," says me, "retiring to [continue doing in-game stuff he'd already been doing]."</p><p>"No he's not! You need him! Go and get him!"</p><p></p><p>And so they came back to town and hauled my sorry butt out into the field. Later events would make me kinda wish they hadn't, but oh well... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Magic items can always be sold, one would think.</p><p></p><p>In theory this sounds fine. In practice, though, when you don't even know which characters are coming on a given adventure until they've already left town, random or pre-placed treasure is still the way to go. That, and there's been times when I have tried to place treasure intended for specific characters and for whatever reason the treasure ended up with someone else, or sold off, or never found.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9497749, member: 29398"] Which is at least a somewhat realistic take on the often-unrealistic amount of treasure in dungeons: it's gonna be random, or based on whatever last owned the place. If the magic item required for the concept is relatively common and-or useful to anyone (say, a device of at-will flight) it's usually pretty easy to handle. That said... ...if the character concept hinges on a near-unique item like this, the player IMO just might want to rethink. You call it tragedy. I call it Tuesday. I've long ago learned the hard way to [I]never[/I] design anything around any one specific PC as without fail that'll be the character who immediately dies, or gets booted from the party, or who the player decides to retire* or cycle out. * - I did this to my DM once. Unknown to me, the next adventure was mostly based around one of my PCs (I was running two at the time); but for perfectly valid in-game reasons I wanted that character to retire. I stated the character was staying in town, and why; other players heard me but the DM didn't, and we got two days out of town with him still thinking I had two characters in the group. It wasn't until we got to dangerous territory and made up our night-watch list that the DM realized my other character wasn't there. "Squaaawk!" says the DM. "Where'd he go???" "He's back in town where I said he was," says me, "retiring to [continue doing in-game stuff he'd already been doing]." "No he's not! You need him! Go and get him!" And so they came back to town and hauled my sorry butt out into the field. Later events would make me kinda wish they hadn't, but oh well... :) Magic items can always be sold, one would think. In theory this sounds fine. In practice, though, when you don't even know which characters are coming on a given adventure until they've already left town, random or pre-placed treasure is still the way to go. That, and there's been times when I have tried to place treasure intended for specific characters and for whatever reason the treasure ended up with someone else, or sold off, or never found. [/QUOTE]
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