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I don't get the dislike of healing surges
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<blockquote data-quote="LostSoul" data-source="post: 5720839" data-attributes="member: 386"><p>Here's what it says:</p><p></p><p>DMG, page 137:</p><p style="margin-left: 20px">GENERATING TOWNS</p> <p style="margin-left: 20px">When the PCs come into a town and you need to generate the facts about that town quickly, you can use the following material. To randomly determine the size of a community, roll on Table 5-2 below:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[table cut]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Community Wealth and Population</p> <p style="margin-left: 20px">Every community has a gold piece limit based on its size and population. The gold piece limit (see Table 5-2) is an indicator of the price of the most expensive item available in that community. Nothing that costs more than a community's gp limit is available for purchase in that community. Anything having a price under that limit is most likely available, whether it be mundane or magical. While exceptions are certainly possible (a boomtown near a newly discovered mine, a farming community impoverished after a prolonged drought), these exceptions are temporary; all communities will conform to the norm over time.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">To determine the amount of ready cash in a community, or the total value of any given item of equipment for sale at any give time, multiply half the gp limit by 1/10 of the community's population. [cutting example] The coins are not all bright, shiny gold pieces. They should include a large number of battered and well-worn silver pieces and copper pieces as well, especially in a small or poor community.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If those same adventurers hope to buy longswords (price 15 gp each) for their mercenary hirelings, they'll discover that the hamlet can offer only 30 such swords for sale, because the same 450 gp limit applies whether you're buying or selling in a given community.</p><p></p><p>That's what the DMG says. I think it's a decent set of rules; not great, but usable. </p><p></p><p>I think it's helpful for the <em>players</em> to have a consistent base upon which to make decisions. If you have no idea how big a town needs to be to have a scroll of Stone to Flesh available, for example, what do you do when someone gets petrified? </p><p></p><p>Guidelines or rules? I can see it either way. I don't think anyone's going to say that a DM can't change things for his game, though given a generic D&D setting without some kind of house rule, I think it would be poor DMing not to conform to these standards.</p><p></p><p>*</p><p></p><p>A party that uses wands of Cure Light Wounds for healing is more effective than a party that doesn't. That should be pretty obvious.</p><p></p><p>Not everyone who plays D&D cares if their party is effective or not. If you do care about being effective, then you'll want to use wands of Cure Light Wounds; if you don't care, then you don't care about getting them.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5720839, member: 386"] Here's what it says: DMG, page 137: [indent]GENERATING TOWNS When the PCs come into a town and you need to generate the facts about that town quickly, you can use the following material. To randomly determine the size of a community, roll on Table 5-2 below: [table cut] Community Wealth and Population Every community has a gold piece limit based on its size and population. The gold piece limit (see Table 5-2) is an indicator of the price of the most expensive item available in that community. Nothing that costs more than a community's gp limit is available for purchase in that community. Anything having a price under that limit is most likely available, whether it be mundane or magical. While exceptions are certainly possible (a boomtown near a newly discovered mine, a farming community impoverished after a prolonged drought), these exceptions are temporary; all communities will conform to the norm over time. To determine the amount of ready cash in a community, or the total value of any given item of equipment for sale at any give time, multiply half the gp limit by 1/10 of the community's population. [cutting example] The coins are not all bright, shiny gold pieces. They should include a large number of battered and well-worn silver pieces and copper pieces as well, especially in a small or poor community. If those same adventurers hope to buy longswords (price 15 gp each) for their mercenary hirelings, they'll discover that the hamlet can offer only 30 such swords for sale, because the same 450 gp limit applies whether you're buying or selling in a given community.[/indent] That's what the DMG says. I think it's a decent set of rules; not great, but usable. I think it's helpful for the [i]players[/i] to have a consistent base upon which to make decisions. If you have no idea how big a town needs to be to have a scroll of Stone to Flesh available, for example, what do you do when someone gets petrified? Guidelines or rules? I can see it either way. I don't think anyone's going to say that a DM can't change things for his game, though given a generic D&D setting without some kind of house rule, I think it would be poor DMing not to conform to these standards. * A party that uses wands of Cure Light Wounds for healing is more effective than a party that doesn't. That should be pretty obvious. Not everyone who plays D&D cares if their party is effective or not. If you do care about being effective, then you'll want to use wands of Cure Light Wounds; if you don't care, then you don't care about getting them. [/QUOTE]
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I don't get the dislike of healing surges
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