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How much should 5e aim at balance?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 6014572" data-attributes="member: 710"><p>The question for me is - when are you min/maxing, and when are you just playing a reasonable fantasy character?</p><p></p><p>For example, if a Cleric character notices that his friends need a lot of healing, and he decides to acquire a magical item that grants healing, is that min/maxing? Does it become min/maxing if he starts expending some of his life energy (or whatever XP are) and costly material components to build a supply of such items? </p><p></p><p>I suppose it is min/maxing that it is always that one specific player character that does all this stuff, and no one else seems to use it. But - logically, if all these elements were in place already, at some point, different ideas would have developed by different people, and eventually we would get that "magic-aware" society that actually uses magic like technology. It may still be very expensive and not available to many in practice, but it would be available to some, and a few of these that can afford it really need a lot of it. </p><p></p><p>AD&D didn't enable this that easily - the rules didn't suggest the more or less free ability to buy or sell magical items in large settlements, it didn't give a reliable way to craft magical items. If no one really could know how to build a Wand of Cure Light Wound reliable, it can't become a common magic technology.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 6014572, member: 710"] The question for me is - when are you min/maxing, and when are you just playing a reasonable fantasy character? For example, if a Cleric character notices that his friends need a lot of healing, and he decides to acquire a magical item that grants healing, is that min/maxing? Does it become min/maxing if he starts expending some of his life energy (or whatever XP are) and costly material components to build a supply of such items? I suppose it is min/maxing that it is always that one specific player character that does all this stuff, and no one else seems to use it. But - logically, if all these elements were in place already, at some point, different ideas would have developed by different people, and eventually we would get that "magic-aware" society that actually uses magic like technology. It may still be very expensive and not available to many in practice, but it would be available to some, and a few of these that can afford it really need a lot of it. AD&D didn't enable this that easily - the rules didn't suggest the more or less free ability to buy or sell magical items in large settlements, it didn't give a reliable way to craft magical items. If no one really could know how to build a Wand of Cure Light Wound reliable, it can't become a common magic technology. [/QUOTE]
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