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How has D&D changed over the decades?
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<blockquote data-quote="Helldritch" data-source="post: 8586407" data-attributes="member: 6855114"><p>Were these GM the same that would have players unable to spend their hard earned gold? Maybe it is why some said gold was worthless in 1ed and 2ed....</p><p>Would these DMs restrict the basic access to spells such as Enchant and Permanency? If so, How and why?</p><p>Would they allow wands, rod and staves (in addition to potions and scrolls)?</p><p>Did they read Homlet, one the first AD&D adventure in which you can buy potions and scrolls from the get go at the church of St-Cuthebert? Or even sell your magical items to the wizard at the tower (or even buy spells and commission for scrolls to him)?</p><p></p><p>Just having an NPC be ready to enchant something for you could spring quite a few quests. A DM restricting himself in such a way is almost unheard of in normal settings. Only those playing Darksun or Ravenloft would do so. And of these two, Ravenloft campaigns/games usually were one shot adventures/incursion. I have been aware of a few campaigns where people were adventuring all the time in Ravenloft, but as much as I love the setting, it was growing tedious very fast. It was better as a one shot (this could mean many sessions though) where the PC had to fight a lord (or help) to get out.</p><p>Otherwise, having access to places where magical items were sold was pretty much assumed.</p><p></p><p>Also, if any player would be able to sell a magical item, it automatically means that there were some buyers for it. And where there are sellers and buyers... a market (and a black market too, thieves existed in 1-2ed) will spring into existence.</p><p></p><p>Edit: And even restricting spell access would be futile. A wizard can and will research any spell he wants. It is built-in in class capacity in 1-2ed. It is called spell research, in the DMG and if a spell is known to exist, the wizard will almost automatically succeed in about half the time expected for a new spell. So creating basic items such as +1 to +3 weapons/armor was either the DM not knowing the rule, or the DM being too restrictive for nothing. Again, a setting might change this. But most would not.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8586407, member: 6855114"] Were these GM the same that would have players unable to spend their hard earned gold? Maybe it is why some said gold was worthless in 1ed and 2ed.... Would these DMs restrict the basic access to spells such as Enchant and Permanency? If so, How and why? Would they allow wands, rod and staves (in addition to potions and scrolls)? Did they read Homlet, one the first AD&D adventure in which you can buy potions and scrolls from the get go at the church of St-Cuthebert? Or even sell your magical items to the wizard at the tower (or even buy spells and commission for scrolls to him)? Just having an NPC be ready to enchant something for you could spring quite a few quests. A DM restricting himself in such a way is almost unheard of in normal settings. Only those playing Darksun or Ravenloft would do so. And of these two, Ravenloft campaigns/games usually were one shot adventures/incursion. I have been aware of a few campaigns where people were adventuring all the time in Ravenloft, but as much as I love the setting, it was growing tedious very fast. It was better as a one shot (this could mean many sessions though) where the PC had to fight a lord (or help) to get out. Otherwise, having access to places where magical items were sold was pretty much assumed. Also, if any player would be able to sell a magical item, it automatically means that there were some buyers for it. And where there are sellers and buyers... a market (and a black market too, thieves existed in 1-2ed) will spring into existence. Edit: And even restricting spell access would be futile. A wizard can and will research any spell he wants. It is built-in in class capacity in 1-2ed. It is called spell research, in the DMG and if a spell is known to exist, the wizard will almost automatically succeed in about half the time expected for a new spell. So creating basic items such as +1 to +3 weapons/armor was either the DM not knowing the rule, or the DM being too restrictive for nothing. Again, a setting might change this. But most would not. [/QUOTE]
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