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<blockquote data-quote="Li Shenron" data-source="post: 9015932" data-attributes="member: 1465"><p>In my opinion, yes it is the DM's fault if they don't understand that the core 5e game is more like a toolset than a strict prescription of how to run the game. The publishers are at fault for not making it clear enough in the written books, but with almost 9 years into the edition, it should be evident to everyone that nearly all presumed "problems" of the edition are born from the idea that the RAW is all you need and the game plays by itself. And for someone who hasn't been a DM for very long... well that's who we're for, so I'll make it clear for them: <strong>the DM has to do some work to make the game play in the style they want</strong>.</p><p></p><p>About treasure and purchases, the designers could have also chosen not to provide rules for accumulating treasure, or not to provide equipment prices or magic items price ranges. Very likely a lot of people would have complained. They could have chosen to provide strict magic item prices, magic items economy and built-in character equipment levels (like 3ed), and a lot of people would have complained. They decided to provide guidelines that can be either used, adapted or ignored, and people still complain. That's because in this damn hobby there is just too many people who live to complain. But the current middle ground is possibly the best idea for a game which such a large audience as D&D. Smaller RPGs can afford to be very specific and provide strict rules, but D&D has to allocate a wide variety of gaming styles, and strict rules work against that. I think 5e is a pretty good compromise: you get fixed prices for non-magic stuff (to get an idea about possibly realistic costs of living and basic adventuring), but you get price ranges for the fantasy stuff (so that you can kinda easily shift between low-magic and high-magic, choosing for instance the lowest or the highest edge of the range) and leave the availability of that entirely to the DM or the author of a campaign setting book and adventures. And most importantly, no built-in character equipment levels and no monsters designed on the assumption that the PCs must have a specific set of magic items to deal with them.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9015932, member: 1465"] In my opinion, yes it is the DM's fault if they don't understand that the core 5e game is more like a toolset than a strict prescription of how to run the game. The publishers are at fault for not making it clear enough in the written books, but with almost 9 years into the edition, it should be evident to everyone that nearly all presumed "problems" of the edition are born from the idea that the RAW is all you need and the game plays by itself. And for someone who hasn't been a DM for very long... well that's who we're for, so I'll make it clear for them: [B]the DM has to do some work to make the game play in the style they want[/B]. About treasure and purchases, the designers could have also chosen not to provide rules for accumulating treasure, or not to provide equipment prices or magic items price ranges. Very likely a lot of people would have complained. They could have chosen to provide strict magic item prices, magic items economy and built-in character equipment levels (like 3ed), and a lot of people would have complained. They decided to provide guidelines that can be either used, adapted or ignored, and people still complain. That's because in this damn hobby there is just too many people who live to complain. But the current middle ground is possibly the best idea for a game which such a large audience as D&D. Smaller RPGs can afford to be very specific and provide strict rules, but D&D has to allocate a wide variety of gaming styles, and strict rules work against that. I think 5e is a pretty good compromise: you get fixed prices for non-magic stuff (to get an idea about possibly realistic costs of living and basic adventuring), but you get price ranges for the fantasy stuff (so that you can kinda easily shift between low-magic and high-magic, choosing for instance the lowest or the highest edge of the range) and leave the availability of that entirely to the DM or the author of a campaign setting book and adventures. And most importantly, no built-in character equipment levels and no monsters designed on the assumption that the PCs must have a specific set of magic items to deal with them. [/QUOTE]
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