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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="jayoungr" data-source="post: 9269209" data-attributes="member: 6702445"><p>Yes. For story purposes, though, there isn't a huge amount of difference between one day and two days in the dungeon either. A bit, sure.</p><p></p><p></p><p>You're talking about a party that would basically need to be acquiring a sizeable amount of gold in <em>every adventure</em> in order to fuel their magic. So, every adventure is going to have to start with "What's in it for us financially?" This works fine as a "gameplay loop" if you're going to be doing mostly oldschool dungeon crawls for glory and glory and treasure, but it interacts awkwardly with other sorts of stories. Off the top of my head, it limits the party's ability to work pro bono--they <em>have</em> to have treasure or they can't do anything. Asking your party to save the village of halflings from the horde of restless ghosts that sprang up when someone unwisely disturbed an ancient battleground is going to be a tough sell if the halflings can only pay them with turnips and gratitude, for example.</p><p></p><p>Or on the flip side, if you want your party to be the elite enforcers seeking out enemies of the crown in a time of dire threat to the country, then logically the queen would give them access to the royal treasury so that they can always have all their spells available. That completely bypasses the treasure-for-magic minigame.</p><p></p><p>I would be fine with gold-for-magic as an optional rule, but I don't want to implement mechanics for the base game that constrain story options to that degree.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 9269209, member: 6702445"] Yes. For story purposes, though, there isn't a huge amount of difference between one day and two days in the dungeon either. A bit, sure. You're talking about a party that would basically need to be acquiring a sizeable amount of gold in [I]every adventure[/I] in order to fuel their magic. So, every adventure is going to have to start with "What's in it for us financially?" This works fine as a "gameplay loop" if you're going to be doing mostly oldschool dungeon crawls for glory and glory and treasure, but it interacts awkwardly with other sorts of stories. Off the top of my head, it limits the party's ability to work pro bono--they [I]have[/I] to have treasure or they can't do anything. Asking your party to save the village of halflings from the horde of restless ghosts that sprang up when someone unwisely disturbed an ancient battleground is going to be a tough sell if the halflings can only pay them with turnips and gratitude, for example. Or on the flip side, if you want your party to be the elite enforcers seeking out enemies of the crown in a time of dire threat to the country, then logically the queen would give them access to the royal treasury so that they can always have all their spells available. That completely bypasses the treasure-for-magic minigame. I would be fine with gold-for-magic as an optional rule, but I don't want to implement mechanics for the base game that constrain story options to that degree. [/QUOTE]
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Do you plan to adopt D&D5.5One2024Redux?
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