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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="EzekielRaiden" data-source="post: 9499146" data-attributes="member: 6790260"><p>Okay. The criticism still stands. The items are meant to add flavor and color and consistency, but all they really do is get chucked in a bag as uncomfortably awkward currency. They might as well have been a tapestry, or a set of jewelled earrings, or an illuminated manuscript. All of those things would be at least as flavorful if not moreso, while being (a) much more likely to get overlooked by looters and (b) much less likely to just be chucked in someone's pack and sold at the nearest town so the party can get something <em>useful.</em></p><p></p><p>As I've said three or four times now, I am not saying that it's bad to add groundedness or that having the <em>occasional</em> flavorful but pointless weapon or armor is a problem. My point is that you can <em>very easily</em> meet a reasonable standard of groundedness, while still having mostly items that are actually exciting <em>for the characters.</em> I gave multiple examples.</p><p></p><p>You can do your consistency work and world building with <em>any</em> items, and you can have good reasons why normal expectations (e.g. "dwarves like axes, ruined dwarf fortress should have magic axes") are not going to apply in some cases (e.g. "this fortress fell to an orc siege, and all the magic <em>axes</em> had been in the hands of its defenders; other, less-favored weapons were left behind because dwarves are stubborn and sometimes foolishly traditionalist.")</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9499146, member: 6790260"] Okay. The criticism still stands. The items are meant to add flavor and color and consistency, but all they really do is get chucked in a bag as uncomfortably awkward currency. They might as well have been a tapestry, or a set of jewelled earrings, or an illuminated manuscript. All of those things would be at least as flavorful if not moreso, while being (a) much more likely to get overlooked by looters and (b) much less likely to just be chucked in someone's pack and sold at the nearest town so the party can get something [I]useful.[/I] As I've said three or four times now, I am not saying that it's bad to add groundedness or that having the [I]occasional[/I] flavorful but pointless weapon or armor is a problem. My point is that you can [I]very easily[/I] meet a reasonable standard of groundedness, while still having mostly items that are actually exciting [I]for the characters.[/I] I gave multiple examples. You can do your consistency work and world building with [I]any[/I] items, and you can have good reasons why normal expectations (e.g. "dwarves like axes, ruined dwarf fortress should have magic axes") are not going to apply in some cases (e.g. "this fortress fell to an orc siege, and all the magic [I]axes[/I] had been in the hands of its defenders; other, less-favored weapons were left behind because dwarves are stubborn and sometimes foolishly traditionalist.") [/QUOTE]
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DMG 5.5 - the return of bespoke magical items?
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