Originally posted by Psion Oooh... big words. That'll make your point.
Then you shouldn't have ignored them when they were small before, instead of just focussing on the weakest point of my argument, and actually calling me hypocrite (albeit in lesser words)... I really don't see why you need adverserial statements like these to make your point. Is there a personal bias you have against me? I don't see you focus on semantics with other posters now, do I? Do Drow items hold a special place in your heart or something?
Where does it come from? Originally, the items were an adamantium alloy, and adamantium items in 3e don't require XP. As to where it comes from... it's not like there are "magic item shops" that exist outside of the contuity of the game you have to shelf gp out to. Drow live under the earth, so they obviously mine the raw materials and forge it into weapons at the behest of their masters.
Fine, you could have told me so before. The thing is, as I already said, I just have the 2e shadowdale adventure to go on, and the 2e MM. In the shadowdale adventure, the (by then probably 2nd or third level PCs, depending on class) will have lots of 'kewl stuff'. +3 swords, chain and bucklers. The module and the 2e MM said 'disintegrates in Sunlight'. It specifically did
not mention anything like 'underdark radiation'. This will create big problems for the DM, if your players are resourceful enough.
Above and beyond that, adamantine itself does not disintegrate from being exposed to the sun, or away from the underdark, not in 2e, or in 3e. Only drow adamantine derivative weapons did that in 2e.
And even though there are no: "magic item shops' that exist outside of the contuity of the game", there might (and IMC, there are) be equivalents
inside the continuity of the game.
You, like Sean, are obsessing on teatotaling gp values and failing to see the forest of the game world through the trees.
I do happen to believe that roleplaying restrictions do not work. I also never read anything in the core rules about not being able to teleport and sell your loot either. I actually take pride in my campaign world, which I have, as you put it, created and populated, and in which my players have great fun, even though one of them is a bit of a minmaxer/steam venter.
Then I recommend Synnibar instead of D&D, as that is a game that will keep those wily GMs in line. As for me, I play D&D where it is encumbent upon the DM to create the fantasy world and populate it, and don't feel the need to kowtow to some munchkin player because he doesn't feel like he is getting the magic items he thinks are coming to him.
You are
severely overstating, and misquoting, my previous statements. I now wonder if you do this in your reviews, which I always enjoy reading, as well. Note also that you do not know said player in my campaign, and that I refrained from using the word munchkin, which I think is another word which I can only see as being adversarial, as there isn't even a good, clear, definiton of what a mucnkin actually is.
So? House rules are part and parcel of D&D AFAIAC, and there is nothing especially cumbersome about applying this rule more than any other.
You are right, but it wasn't even clear about which house rule we were talking about! I was thinking back to 2e, and in that ruleset, I really did NOT like the drow weapons, and wouldn't even begin to consider using them again at all. See my example above.
I already addressed this. Make the value of "drow items" in addition to their normal allotment, and adjust CR accordingly.
My apologies, I missed that.
I haven't addressed everything, but I'll wait till I have another reply, before posting more.
Rav