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<blockquote data-quote="Helldritch" data-source="post: 7187888" data-attributes="member: 6855114"><p>Troll hunting? Bha... Hunt dragons! Now we're talking. Hunt Giants! Vampires! Why should you restrict yourself?</p><p></p><p>By the way, the strict application of spell learning is for a given intel. You can try at next intel increase (modifications due to age or simply a wish?). Or just make a limited wish? A stone of good luck wouldn't hurt either. And it's not a 25% of failing but 15%. Unless you are unlucky, then sorry. But in general, it was possible to get it.</p><p></p><p>Next, if you take time to compare the amount of magic found in 5th edition to what could be found in 1st, you'll see that 1ed was really generous. Monster in a dungeon are already assumed to be in their lair (most of the time, though I admit that it can change from time to time). This means a lot of treasure roll. 20 different type of monsters? 20 Different rolls. It is as simple as that if you apply a strict application of the rules. And I am not including wandering monsters, some of them can have potions and scrolls as personal treasure. Why do you think that the paladin was restricted to 10 magic items? 10 magic items was quite a restrictions for many players. Monks were even more restrained with a total of 5 magic items potions included! How many magic were the other classes expected to carry? A lot more. </p><p></p><p>The campaigns that I ran were (and still are) cruel, harsh and not easy to play. I was known (and still carry the well deserve reputation) as a PK and a TPK DM type. The groups that could rise as high as the one I am talking about were perhaps one in ten or twenty? Many groups died at level 3,4 and even at 1st level. My games were always strict interpretations of the rules. If I was proven wrong on a ruling, I would immediately adjust. I was an avid fan of the Sage advice in Dragon magazine. I was not however, making things harder for the sake of it. My moto have always been: "Players kills themselves. Not me." And this has been the case. Many times I heard, that adventure was too hard. My answer was:" Why did such and such group suceeded then?" And the fact that such and such group had the same DM, that is me, was quite a rebutal. </p><p></p><p>For me, IF something is in the player's handbook, then it can be available to them. Spells, equipment, races, whatever you can see in the PHB is always available. It might be rare, prohibitive, but it will be there. You see something in a supplement? Then I chose if it is available. Core rule is core rule. And everything in the core rule is in the campaigns that I run. And it is partly why I hated 2e. Too many option books lying around. It was impossible for me to buy everything. The 3.5e and 4e fell in the same trap. So far, 5e is avoiding the pit fall. We'll see what Xanathar's guide will bring us. SCAG additions were welcomed. I hope Xanathar's guide will be as well.</p><p></p><p>From your comments, you seem to assume that I was a santa clause DM giving treasure and lee ways around the rules to please my players. If this is what you think, read again 'cause you're dead wrong. Think about what was written and try to put yourself in the seat of these, dare I say, elite players? When you have 6 power gamers in front of you, who know the rules as well as you do (if not better), you'll see that they find ways around some rules. Yes you can either oblige them or just say no. But my games were always democratic. We were adjucating gray areas with many players sometimes with other DM just to be sure. Guess what? Most of the time, a sage advice column would give the same answer as we had found...</p><p></p><p>If it is your cup of tea, read the spells again and imagine you're one of my players. You rose that high through hard work. You are a 14th level wizard, cleric or whatever and you need a magic item. What will you do? Exactly what they did. Use everything at your disposal to either locate a dungeon where there is one, create one or even buy or steal one. To do that you have every spells, contacts, rumors and even the back up of your church/guild/spies or whatever you have build around you and your henchmen. If you really want something, if you are a power gamer, if you have the wits; You will get what you want. But if you think that it will be easy, rest assured that it might not be the case. Depending on how bad you want it and how much you are willing to risk and prepare.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7187888, member: 6855114"] Troll hunting? Bha... Hunt dragons! Now we're talking. Hunt Giants! Vampires! Why should you restrict yourself? By the way, the strict application of spell learning is for a given intel. You can try at next intel increase (modifications due to age or simply a wish?). Or just make a limited wish? A stone of good luck wouldn't hurt either. And it's not a 25% of failing but 15%. Unless you are unlucky, then sorry. But in general, it was possible to get it. Next, if you take time to compare the amount of magic found in 5th edition to what could be found in 1st, you'll see that 1ed was really generous. Monster in a dungeon are already assumed to be in their lair (most of the time, though I admit that it can change from time to time). This means a lot of treasure roll. 20 different type of monsters? 20 Different rolls. It is as simple as that if you apply a strict application of the rules. And I am not including wandering monsters, some of them can have potions and scrolls as personal treasure. Why do you think that the paladin was restricted to 10 magic items? 10 magic items was quite a restrictions for many players. Monks were even more restrained with a total of 5 magic items potions included! How many magic were the other classes expected to carry? A lot more. The campaigns that I ran were (and still are) cruel, harsh and not easy to play. I was known (and still carry the well deserve reputation) as a PK and a TPK DM type. The groups that could rise as high as the one I am talking about were perhaps one in ten or twenty? Many groups died at level 3,4 and even at 1st level. My games were always strict interpretations of the rules. If I was proven wrong on a ruling, I would immediately adjust. I was an avid fan of the Sage advice in Dragon magazine. I was not however, making things harder for the sake of it. My moto have always been: "Players kills themselves. Not me." And this has been the case. Many times I heard, that adventure was too hard. My answer was:" Why did such and such group suceeded then?" And the fact that such and such group had the same DM, that is me, was quite a rebutal. For me, IF something is in the player's handbook, then it can be available to them. Spells, equipment, races, whatever you can see in the PHB is always available. It might be rare, prohibitive, but it will be there. You see something in a supplement? Then I chose if it is available. Core rule is core rule. And everything in the core rule is in the campaigns that I run. And it is partly why I hated 2e. Too many option books lying around. It was impossible for me to buy everything. The 3.5e and 4e fell in the same trap. So far, 5e is avoiding the pit fall. We'll see what Xanathar's guide will bring us. SCAG additions were welcomed. I hope Xanathar's guide will be as well. From your comments, you seem to assume that I was a santa clause DM giving treasure and lee ways around the rules to please my players. If this is what you think, read again 'cause you're dead wrong. Think about what was written and try to put yourself in the seat of these, dare I say, elite players? When you have 6 power gamers in front of you, who know the rules as well as you do (if not better), you'll see that they find ways around some rules. Yes you can either oblige them or just say no. But my games were always democratic. We were adjucating gray areas with many players sometimes with other DM just to be sure. Guess what? Most of the time, a sage advice column would give the same answer as we had found... If it is your cup of tea, read the spells again and imagine you're one of my players. You rose that high through hard work. You are a 14th level wizard, cleric or whatever and you need a magic item. What will you do? Exactly what they did. Use everything at your disposal to either locate a dungeon where there is one, create one or even buy or steal one. To do that you have every spells, contacts, rumors and even the back up of your church/guild/spies or whatever you have build around you and your henchmen. If you really want something, if you are a power gamer, if you have the wits; You will get what you want. But if you think that it will be easy, rest assured that it might not be the case. Depending on how bad you want it and how much you are willing to risk and prepare. [/QUOTE]
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