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<blockquote data-quote="Orius" data-source="post: 4224145" data-attributes="member: 8863"><p>That's it in a nutshell. It all goes back to the early days of the game when XP was earned from treasure found and magic items used. In those days a +1 was more potent in the game than it is now, so a lot of DMs tried to cut back on magic acquisition. Dragon in the old days had frequent articles on cutting back on magic in the campaign, and there was similar advice in the DMG as well. That's why magic item stores didn't exist, it was to keep the PCs from getting too powerful, and PCs couldn't sell items for that sort of thing to stay logical. For an extreme view of this, one only has to read a few strips of KotD where it becomes something like an arms race between the players and DM. But then these were also the same older editions that had modules that were loaded down with gold and lots and lots of maigc items.</p><p></p><p>I don't mind that 3e tried to change this paradigm. It might not have worked as well as it was supposed to, what with the silly Christmas tree approach, but at least it assumed the PCs would have some magical might at their disposal and tried to divorce D&D from the pseudo-medival settings into which DMs tried to shoehorn their campaigns. </p><p></p><p>Oh and who's to say PCs don't have the social contacts and networks to deal in maigc items? Every campaign does not have to be about slogging through moldy dungeons. There's nothing from stopping the PCs from becoming well-known and trusted, or from invovling themselves in the upper social circles of their campaign base. In fact, some people would say it makes more sense for that paragon character to be considered a hero by the people and have useful friends in high places than for him to be some anonymous grime-crusted tough who's going ruin-hopping. This is one of the issues thhat should depend on the campaign and how the DM and playeres want to run things.</p><p></p><p></p><p></p><p>As I've said in the past, D&D isn't like real world history, it's more like a Renaissance Fair on crack with magic and stuff like dragons. I mentioned this a few days ago, that I think WotC is intentionally moving away from the old medieval Europe baseline. I think part of it is to create a sort of world that can be more culturally and racially diverse, and I think part of it is because trying to model a D&D world on the real world doesn't work very well. It's better IMO to make a world in which the rules actually make more sense.</p></blockquote><p></p>
[QUOTE="Orius, post: 4224145, member: 8863"] That's it in a nutshell. It all goes back to the early days of the game when XP was earned from treasure found and magic items used. In those days a +1 was more potent in the game than it is now, so a lot of DMs tried to cut back on magic acquisition. Dragon in the old days had frequent articles on cutting back on magic in the campaign, and there was similar advice in the DMG as well. That's why magic item stores didn't exist, it was to keep the PCs from getting too powerful, and PCs couldn't sell items for that sort of thing to stay logical. For an extreme view of this, one only has to read a few strips of KotD where it becomes something like an arms race between the players and DM. But then these were also the same older editions that had modules that were loaded down with gold and lots and lots of maigc items. I don't mind that 3e tried to change this paradigm. It might not have worked as well as it was supposed to, what with the silly Christmas tree approach, but at least it assumed the PCs would have some magical might at their disposal and tried to divorce D&D from the pseudo-medival settings into which DMs tried to shoehorn their campaigns. Oh and who's to say PCs don't have the social contacts and networks to deal in maigc items? Every campaign does not have to be about slogging through moldy dungeons. There's nothing from stopping the PCs from becoming well-known and trusted, or from invovling themselves in the upper social circles of their campaign base. In fact, some people would say it makes more sense for that paragon character to be considered a hero by the people and have useful friends in high places than for him to be some anonymous grime-crusted tough who's going ruin-hopping. This is one of the issues thhat should depend on the campaign and how the DM and playeres want to run things. As I've said in the past, D&D isn't like real world history, it's more like a Renaissance Fair on crack with magic and stuff like dragons. I mentioned this a few days ago, that I think WotC is intentionally moving away from the old medieval Europe baseline. I think part of it is to create a sort of world that can be more culturally and racially diverse, and I think part of it is because trying to model a D&D world on the real world doesn't work very well. It's better IMO to make a world in which the rules actually make more sense. [/QUOTE]
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