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Does the Artificer Suck?
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<blockquote data-quote="Blue" data-source="post: 8175777" data-attributes="member: 20564"><p>I agree with Paul - 3.x implicitly and 4e explicitly had magic item bonuses worked into the expected math of character advancement. They were a hidden/pointed-out-but-discrete part of leveling. 5e does not have that.</p><p></p><p>If you look at the breakdown in XGtE pg 135, the idea that any specific character has any items in not addressed. What you do have is a loose guide by tier, and it's for an entire party. And that's just derived from the expected distribution of the DMG treasure tables plus adding in Common items which were introduced on the following page.</p><p></p><p>The other side of this is that when items are an expected part of character math, they need to be purchasable so there needs to be both magic item costs and wealth per level, and the wealth per level needs to handle the expected items but not more - pushing out other uses of wealth. By not having magic items being part of character math, those can be left out so that it is another knob the DM can use to customize their own setting without worrying about going monty haul in terms of magic items because they aren't directly exchangeable. So one DM can have a setting with plenty of gold and the characters buying titles, building fortifications, bribing officials, and doing whatever, and another can have characters always hungry for the next quest due to needing funds - and both of those parties are mechanically able to handle the same range of expected foes.</p></blockquote><p></p>
[QUOTE="Blue, post: 8175777, member: 20564"] I agree with Paul - 3.x implicitly and 4e explicitly had magic item bonuses worked into the expected math of character advancement. They were a hidden/pointed-out-but-discrete part of leveling. 5e does not have that. If you look at the breakdown in XGtE pg 135, the idea that any specific character has any items in not addressed. What you do have is a loose guide by tier, and it's for an entire party. And that's just derived from the expected distribution of the DMG treasure tables plus adding in Common items which were introduced on the following page. The other side of this is that when items are an expected part of character math, they need to be purchasable so there needs to be both magic item costs and wealth per level, and the wealth per level needs to handle the expected items but not more - pushing out other uses of wealth. By not having magic items being part of character math, those can be left out so that it is another knob the DM can use to customize their own setting without worrying about going monty haul in terms of magic items because they aren't directly exchangeable. So one DM can have a setting with plenty of gold and the characters buying titles, building fortifications, bribing officials, and doing whatever, and another can have characters always hungry for the next quest due to needing funds - and both of those parties are mechanically able to handle the same range of expected foes. [/QUOTE]
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