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How is 5th edition in respects to magic item creation?
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<blockquote data-quote="CapnZapp" data-source="post: 7221274" data-attributes="member: 12731"><p>Now I KNOW you are wilfully misunderstanding me. </p><p></p><p>If you were honestly having a debate with me you would never interpret me as meaning any in-game industry when I use the phrase "magic item creation".</p><p></p><p>To any observer it is completely obvious I am talking about Dungeon Masters (and players, and adventure writers) creating magic items and using guidelines to set a price <strong>based on utility</strong>.</p><p></p><p>I can't believe I have to explain this to you. So far you've always come across as a person who knew what you were talking about (but didn't like). </p><p></p><p>But here goes:</p><p><a href="http://www.seankreynolds.com/rpgfiles/blades/index.html" target="_blank">http://www.seankreynolds.com/rpgfiles/blades/index.html</a></p><p>The link goes to Sean K Reynolds, and specifically to how he creates magic weapons for 3.5 by adding up various properties and creating a backstory. Just as an example of the rules in action, by a major WotC contributor of the time.</p><p></p><p>But the most important piece of the puzzle is <span style="color: #FF0000">the stuff in red</span>; that the D&D rules actually tell him what the final base cost of the weapon is. That is, <strong>the item's power expressed in gold</strong> - whether a given shop will charge this amount, or ten times as much, or something else is an entirely different issue.</p><p></p><p>The real importance of this is that it gives an outlet for looted gold without requiring any downtime to speak of - just pop into the Magic Shoppe when you're back in town anyway and buy yourself a new shiny. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Nothing wrong with carousing or donating money or building wizard towers - but downtime is something many groups don't use. When one adventure is finished, the next begins. If you run published modules, somebody is threatening to destroy the world, so it isn't even appropriate to take any frivolous downtime.</p><p></p><p><u>Not providing any "uptime money sink" is a considerable weakness of 5th edition.</u> At least if you boast a good ability to run previous-edition stuff and/or support campaigns run in a previous-edition atmosphere.</p><p></p><p>Not to mention how many player find it VERY FUN to have something to spend their gold on!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7221274, member: 12731"] Now I KNOW you are wilfully misunderstanding me. If you were honestly having a debate with me you would never interpret me as meaning any in-game industry when I use the phrase "magic item creation". To any observer it is completely obvious I am talking about Dungeon Masters (and players, and adventure writers) creating magic items and using guidelines to set a price [B]based on utility[/B]. I can't believe I have to explain this to you. So far you've always come across as a person who knew what you were talking about (but didn't like). But here goes: [url]http://www.seankreynolds.com/rpgfiles/blades/index.html[/url] The link goes to Sean K Reynolds, and specifically to how he creates magic weapons for 3.5 by adding up various properties and creating a backstory. Just as an example of the rules in action, by a major WotC contributor of the time. But the most important piece of the puzzle is [COLOR="#FF0000"]the stuff in red[/COLOR]; that the D&D rules actually tell him what the final base cost of the weapon is. That is, [B]the item's power expressed in gold[/B] - whether a given shop will charge this amount, or ten times as much, or something else is an entirely different issue. The real importance of this is that it gives an outlet for looted gold without requiring any downtime to speak of - just pop into the Magic Shoppe when you're back in town anyway and buy yourself a new shiny. :) Nothing wrong with carousing or donating money or building wizard towers - but downtime is something many groups don't use. When one adventure is finished, the next begins. If you run published modules, somebody is threatening to destroy the world, so it isn't even appropriate to take any frivolous downtime. [U]Not providing any "uptime money sink" is a considerable weakness of 5th edition.[/U] At least if you boast a good ability to run previous-edition stuff and/or support campaigns run in a previous-edition atmosphere. Not to mention how many player find it VERY FUN to have something to spend their gold on! [/QUOTE]
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