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I gave my players too much gold
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<blockquote data-quote="Tony Vargas" data-source="post: 6579031" data-attributes="member: 996"><p>5e's design philosophy is that magic items do make the character with them 'just better,' which, depending on how you look at it, can mean they're 'meant to break the game.'</p><p></p><p>OTOH, such items are a potential tool for the DM to set tone, open up new areas for adventuring, and/or empower lagging PCs. Whether you're placing them in a hoard, or in a high-magic-world shop, you control the kinds of items the PCs may acquire. </p><p></p><p>Letting PCs have what they want out of the book, would be passing on that opportunity, and maybe letting item-based power builds creep in, so I'm glad you've thought about it enough to have already excluded some items.</p><p></p><p> Making up items, or digging up prior-ed resources for inspiration can be a good way to get a little senseofwonder going. Particularly cool for this are less conventionally adventuring items, something less combat oriented and less generic than a +X sword or Scroll of X Spells. Transportation and safe-environment items open up new locations to adventure, take a Flying Carpet to a Cloud Giant's castle, get a ship to cross the ocean, or water-breathing gear to go under it, or frost protection to explore the arctic, or fire resistance to delve into a volcanic area, wander the multiverse with a Cubic Gate, etc. You could have magic items that are symbols of status that also help players in the interaction tier, or convenience items to make adventuring life less of a chore (instant campsites, food/water producing items, feather token pavilions, etc). In a high-magic world, magic items can afford to be made for much less serious purposes than life-and-death battle. </p><p></p><p> Prices can swing a lot on the very high or specialty end without much impacting the broader economy (except, perhaps, for rich folks suddenly feeling more/less rich because their collection of magic swords is theoretically more valueable while successful adventurers are bidding them up, or less valuable because someone's dumping extras on the market).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6579031, member: 996"] 5e's design philosophy is that magic items do make the character with them 'just better,' which, depending on how you look at it, can mean they're 'meant to break the game.' OTOH, such items are a potential tool for the DM to set tone, open up new areas for adventuring, and/or empower lagging PCs. Whether you're placing them in a hoard, or in a high-magic-world shop, you control the kinds of items the PCs may acquire. Letting PCs have what they want out of the book, would be passing on that opportunity, and maybe letting item-based power builds creep in, so I'm glad you've thought about it enough to have already excluded some items. Making up items, or digging up prior-ed resources for inspiration can be a good way to get a little senseofwonder going. Particularly cool for this are less conventionally adventuring items, something less combat oriented and less generic than a +X sword or Scroll of X Spells. Transportation and safe-environment items open up new locations to adventure, take a Flying Carpet to a Cloud Giant's castle, get a ship to cross the ocean, or water-breathing gear to go under it, or frost protection to explore the arctic, or fire resistance to delve into a volcanic area, wander the multiverse with a Cubic Gate, etc. You could have magic items that are symbols of status that also help players in the interaction tier, or convenience items to make adventuring life less of a chore (instant campsites, food/water producing items, feather token pavilions, etc). In a high-magic world, magic items can afford to be made for much less serious purposes than life-and-death battle. Prices can swing a lot on the very high or specialty end without much impacting the broader economy (except, perhaps, for rich folks suddenly feeling more/less rich because their collection of magic swords is theoretically more valueable while successful adventurers are bidding them up, or less valuable because someone's dumping extras on the market). [/QUOTE]
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