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Eberron-as corny as I think?
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<blockquote data-quote="TheAuldGrump" data-source="post: 2931687" data-attributes="member: 6957"><p>Look at the standard treasure tables lately? How about the suggested equipment for NPCs in the DMG? Yes, going by the Rules as Written magic really is that common. In <em>your</em> game world it may be less so, but it is what is maintained by the core rulebooks. And if your campaign does not follow those guidelines then that is perfectly okay - there are no game police waiting to carry you away - my own homebrew is also scant on magic items. But, for what it is worth, I am <em>not</em> complaining that D&D is 'too high magic' - I think that it works fine for the typical D&D settings to be that high in magic - but that the cultures would have adapted to the prevailance of magic more than is typically indicated. Eberron addresses this somewhat. But do not presume to tell the folks who are following the standard amounts of magic as a guideline that they are <em>wrong</em> - there is no wrong, as long as the game is fun.</p><p></p><p>And in the published worlds that I like best (Iron Kingdoms and Eberron) the industrial revolution is one of magic either in addition to or instead of technology. IK actually takes it a step furrther, with the creation of 'runeplates' and what is essentially a modular magic item creation system - spreading the XP cost to several crafter rather than one.</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 2931687, member: 6957"] Look at the standard treasure tables lately? How about the suggested equipment for NPCs in the DMG? Yes, going by the Rules as Written magic really is that common. In [i]your[/i] game world it may be less so, but it is what is maintained by the core rulebooks. And if your campaign does not follow those guidelines then that is perfectly okay - there are no game police waiting to carry you away - my own homebrew is also scant on magic items. But, for what it is worth, I am [i]not[/i] complaining that D&D is 'too high magic' - I think that it works fine for the typical D&D settings to be that high in magic - but that the cultures would have adapted to the prevailance of magic more than is typically indicated. Eberron addresses this somewhat. But do not presume to tell the folks who are following the standard amounts of magic as a guideline that they are [i]wrong[/i] - there is no wrong, as long as the game is fun. And in the published worlds that I like best (Iron Kingdoms and Eberron) the industrial revolution is one of magic either in addition to or instead of technology. IK actually takes it a step furrther, with the creation of 'runeplates' and what is essentially a modular magic item creation system - spreading the XP cost to several crafter rather than one. The Auld Grump [/QUOTE]
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