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Help me Houserule 5e Equipment & Items
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<blockquote data-quote="Li Shenron" data-source="post: 9775497" data-attributes="member: 1465"><p>Some random comments...</p><p></p><p>This shouldn't be too difficult. Go through the list of magic items and for each one try thinking of a non-magical explanation for its effects: biological, materials-based, or technological. It can be a fantasy explanation if you need, without qualifying as fully magic. A plant extract or an animal venom from the fantasy world might have a biological effect for example. If you also choose to go steampunk or tech-fantasy you have even more options to avoid magic for explaining wondrous effects.</p><p></p><p></p><p>Bogging down could be avoided by using encumbrance rules tailored to your needs (e.g. enforcing magic item "slots" per character). </p><p></p><p></p><p>I don't see why you couldn't just use your prices.</p><p></p><p>I think that is usually one area of the rules which is always "pessimistically realistic". </p><p></p><p>You have to figure out your own times just like you figure out your own prices, to hit a good compromise for your games between the reasonable and the usable.</p><p></p><p>Mah... real life bandages have the purpose of stopping the worsening of wounds, which then heal more or less at the natural rate. But almost all damage in the game is instantaneous and doesn't worsen.</p><p></p><p>I think you just want non-magical healing of damage. You could introduce bandages as tools for gradual healing (speeding up the natural healing rate). But this requires some tracking of time that generally is not that fun in a tabletop as it is automatic in a videogame. Or you could consider some level of abstraction in the narrative as in "bandages applied within X minutes of the damage suffered, reduce the damage by Y".</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9775497, member: 1465"] Some random comments... This shouldn't be too difficult. Go through the list of magic items and for each one try thinking of a non-magical explanation for its effects: biological, materials-based, or technological. It can be a fantasy explanation if you need, without qualifying as fully magic. A plant extract or an animal venom from the fantasy world might have a biological effect for example. If you also choose to go steampunk or tech-fantasy you have even more options to avoid magic for explaining wondrous effects. Bogging down could be avoided by using encumbrance rules tailored to your needs (e.g. enforcing magic item "slots" per character). I don't see why you couldn't just use your prices. I think that is usually one area of the rules which is always "pessimistically realistic". You have to figure out your own times just like you figure out your own prices, to hit a good compromise for your games between the reasonable and the usable. Mah... real life bandages have the purpose of stopping the worsening of wounds, which then heal more or less at the natural rate. But almost all damage in the game is instantaneous and doesn't worsen. I think you just want non-magical healing of damage. You could introduce bandages as tools for gradual healing (speeding up the natural healing rate). But this requires some tracking of time that generally is not that fun in a tabletop as it is automatic in a videogame. Or you could consider some level of abstraction in the narrative as in "bandages applied within X minutes of the damage suffered, reduce the damage by Y". [/QUOTE]
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