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How has 5e solved the Wand of CLW problem?
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<blockquote data-quote="CapnZapp" data-source="post: 6560740" data-attributes="member: 12731"><p>You could have... but many players felt it went against the philosophy of the game. The game was clearly designed to give access to them.</p><p></p><p>The reason the issue was never addressed I think was a feeling of futility... trying to stem the tide, as it were. Simply outlawing "Wand of CLW" would have been a dissatisfying solution to many. Not to mention how it wouldn't technically solve the problem: there are many other ways to manufacture cheap healing. Even if you don't go rules lawyer on me, the questions still abound: Should you disallow wands? Healing spells? Potions? Wondrous items? Scrolls?</p><p></p><p>Of course the problem wasn't impossible to solve. Of course you could simple make a "gentleman's agreement" with your players not to abuse the system. Or, you could go the 5E route of banning most or all sales/manufacture of magic items.</p><p></p><p>However, creating and purchasing magic items were such a big part of the game that many players simply didn't want to strike that part of the game out of their campaigns. Plenty of gamers loved 3E for how it allowed you to buy or create lots of magic items (including designing your own).</p><p></p><p>To me, this explains why lots of d20 campaigns went with wands of CLW. After all, it did allow you to press on and not have the five-minute adventuring day.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6560740, member: 12731"] You could have... but many players felt it went against the philosophy of the game. The game was clearly designed to give access to them. The reason the issue was never addressed I think was a feeling of futility... trying to stem the tide, as it were. Simply outlawing "Wand of CLW" would have been a dissatisfying solution to many. Not to mention how it wouldn't technically solve the problem: there are many other ways to manufacture cheap healing. Even if you don't go rules lawyer on me, the questions still abound: Should you disallow wands? Healing spells? Potions? Wondrous items? Scrolls? Of course the problem wasn't impossible to solve. Of course you could simple make a "gentleman's agreement" with your players not to abuse the system. Or, you could go the 5E route of banning most or all sales/manufacture of magic items. However, creating and purchasing magic items were such a big part of the game that many players simply didn't want to strike that part of the game out of their campaigns. Plenty of gamers loved 3E for how it allowed you to buy or create lots of magic items (including designing your own). To me, this explains why lots of d20 campaigns went with wands of CLW. After all, it did allow you to press on and not have the five-minute adventuring day. [/QUOTE]
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How has 5e solved the Wand of CLW problem?
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