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*Dungeons & Dragons
In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Caliburn101" data-source="post: 6994187" data-attributes="member: 6802178"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=12731" target="_blank">CapnZapp</a></u></strong></em></p><p></p><p>I disagree entirely - the task is entirely straightforward.</p><p></p><p>Prices already exist for all magical items, and for crafting purposes item blueprints are available for each and every one of them (except artefacts) as treasure given out at the GMs discretion - like <em>all</em> treasure is. This is all already in the rules. You may think the prices aren't 'right', or you might think them a little generic - but they are there, and your opinion that this constitutes a 'problem' is actually an expression of your <em>preference</em>.</p><p></p><p>If you don't like the crafting rules, then what you are looking for is an <em>alternative</em> - not a 'fix' to a 'problem'.</p><p></p><p>These are different things - and if more detailed rules come out to support official play for instance, then the 3rd Edition problem of magical item-cloned adventurers where everyone has the same items potentially once more becomes a thing. WoTC clearly wanted magical items to be special and rarer than 3rd Edition - not produced en masse. I hope any rules like the Articifer class that come out keep this design philosophy intact.</p><p></p><p>I find it quite revealing that in your discussion with me that you continue to focus so heavily on magical items as being 'the thing' when it comes to the use of gold in a campaign. Once again your demonstrate your preference in this regard. There was a deliberate design decision by WoTC to make magical items rare and optional. You might not like that, but you can decide to run your own game filled with magical items and the shoppes that sell them - and all without specific rules for every variation of what you might decide.</p><p></p><p>Giving the GM more flexibility was another deliberate design decision by WoTC - so as not to straight-jacket them into certain modes of play. Producing detailed rules and guideline on every conceivable type of campaign meta as regards wealth and magical items is the logical extension of what you would like to see.</p><p></p><p>It would be a huge waste of time for WoTC to cater to that.</p><p></p><p>Oh - and the word is 'derisory' - and even when spelled correctly is the wrong word. I was actually being <em>dismissive</em> of the argument.</p><p></p><p>Hardly an excuse for the flame war you seem determined to start...</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 6994187, member: 6802178"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=12731"]CapnZapp[/URL][/U][/B][/I] I disagree entirely - the task is entirely straightforward. Prices already exist for all magical items, and for crafting purposes item blueprints are available for each and every one of them (except artefacts) as treasure given out at the GMs discretion - like [I]all[/I] treasure is. This is all already in the rules. You may think the prices aren't 'right', or you might think them a little generic - but they are there, and your opinion that this constitutes a 'problem' is actually an expression of your [I]preference[/I]. If you don't like the crafting rules, then what you are looking for is an [I]alternative[/I] - not a 'fix' to a 'problem'. These are different things - and if more detailed rules come out to support official play for instance, then the 3rd Edition problem of magical item-cloned adventurers where everyone has the same items potentially once more becomes a thing. WoTC clearly wanted magical items to be special and rarer than 3rd Edition - not produced en masse. I hope any rules like the Articifer class that come out keep this design philosophy intact. I find it quite revealing that in your discussion with me that you continue to focus so heavily on magical items as being 'the thing' when it comes to the use of gold in a campaign. Once again your demonstrate your preference in this regard. There was a deliberate design decision by WoTC to make magical items rare and optional. You might not like that, but you can decide to run your own game filled with magical items and the shoppes that sell them - and all without specific rules for every variation of what you might decide. Giving the GM more flexibility was another deliberate design decision by WoTC - so as not to straight-jacket them into certain modes of play. Producing detailed rules and guideline on every conceivable type of campaign meta as regards wealth and magical items is the logical extension of what you would like to see. It would be a huge waste of time for WoTC to cater to that. Oh - and the word is 'derisory' - and even when spelled correctly is the wrong word. I was actually being [I]dismissive[/I] of the argument. Hardly an excuse for the flame war you seem determined to start... [/QUOTE]
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In fifth-edition D&D, what is gold for?
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