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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Jester David" data-source="post: 6994478" data-attributes="member: 37579"><p>I haven't had any problems adding magic shops to my game. </p><p>How are you having trouble? What steps or aspects are causing problems or friction? How can we help you with your game? </p><p></p><p>In my case, I just treated a shop like a treasure hoard that only had magic items and rolled. In addition to the hoard result, I included a lot more common and consumable items, adding a few extra rolls on those tables. And I also included a few mundane magical items that player wouldn't want, like sweeping brooms and spoons that stirred your tea for you.</p><p>Then I looked price of the item, and decided where in the range the price would fall. For one item, to add some variety, I rolled a percentile dice and increased the base price by that percentage. (I imagine I could have set the price in the middle, and then rolled to either increase or decrease the price by a percentage.)</p><p></p><p>In my case. I also flavoured the store as more a curio shop and less a dedicated magical store. (I don't know how a business would stay afloat selling only magical items to adventurers. That feels like a sporting goods store that exclusively sells to League players.) So there were charms and crystals, shrunken heads and tarokka cards, spell components and tonics. </p><p></p><p>When my players wanted something specific, I gave a small chance the town would have a given magical item (if common or uncommon). They'd need a big city for a rare item, such as the City of Brass or the campaign equivalent of Waterdeep. </p><p>In one case, I didn't just have the items available, but had the seller know where to acquire the items, and told the party to come back after a few days. Because I didn't just want a magic sword to be available, I offered the character a different magical item that would still allow them to improve in their skill set, albeit in a less numerical way. </p><p></p><p>And, of course, as the DM, I also have the right to just ignore the dice and give my players what I want or decide there's no way it's available.</p><p></p><p></p><p>It's also missing saving throws versus wands/rods/staves, hit adjustments based on armour, in depth grappling, prestige classes, kits, and monsters with feats. </p><p>I don't think "it was in Edition #" is a good enough reason to include a rules element. </p><p></p><p></p><p>I wouldn't get your hopes up.</p><p>IIRC Mearls' talked about downtime rules and such. Meals' and 5e's philosophy to magic items means the advice in Unearthed Arcana will likely be crunch light and fairly abstract. As such, the content on spending coin will likely be more carousing and expanded examples of building a keep or investing on a business. </p><p></p><p>Magic items effectively unbalance the game. They're a controlled way of breaking the game that is balanced by having the DM control their distribution. Firm player creation of permanent magic items takes away that control and greatly imbalances the game. It's akin to giving PCs the ability to just give themselves a new feat with the expenditure of gold.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6994478, member: 37579"] I haven't had any problems adding magic shops to my game. How are you having trouble? What steps or aspects are causing problems or friction? How can we help you with your game? In my case, I just treated a shop like a treasure hoard that only had magic items and rolled. In addition to the hoard result, I included a lot more common and consumable items, adding a few extra rolls on those tables. And I also included a few mundane magical items that player wouldn't want, like sweeping brooms and spoons that stirred your tea for you. Then I looked price of the item, and decided where in the range the price would fall. For one item, to add some variety, I rolled a percentile dice and increased the base price by that percentage. (I imagine I could have set the price in the middle, and then rolled to either increase or decrease the price by a percentage.) In my case. I also flavoured the store as more a curio shop and less a dedicated magical store. (I don't know how a business would stay afloat selling only magical items to adventurers. That feels like a sporting goods store that exclusively sells to League players.) So there were charms and crystals, shrunken heads and tarokka cards, spell components and tonics. When my players wanted something specific, I gave a small chance the town would have a given magical item (if common or uncommon). They'd need a big city for a rare item, such as the City of Brass or the campaign equivalent of Waterdeep. In one case, I didn't just have the items available, but had the seller know where to acquire the items, and told the party to come back after a few days. Because I didn't just want a magic sword to be available, I offered the character a different magical item that would still allow them to improve in their skill set, albeit in a less numerical way. And, of course, as the DM, I also have the right to just ignore the dice and give my players what I want or decide there's no way it's available. It's also missing saving throws versus wands/rods/staves, hit adjustments based on armour, in depth grappling, prestige classes, kits, and monsters with feats. I don't think "it was in Edition #" is a good enough reason to include a rules element. I wouldn't get your hopes up. IIRC Mearls' talked about downtime rules and such. Meals' and 5e's philosophy to magic items means the advice in Unearthed Arcana will likely be crunch light and fairly abstract. As such, the content on spending coin will likely be more carousing and expanded examples of building a keep or investing on a business. Magic items effectively unbalance the game. They're a controlled way of breaking the game that is balanced by having the DM control their distribution. Firm player creation of permanent magic items takes away that control and greatly imbalances the game. It's akin to giving PCs the ability to just give themselves a new feat with the expenditure of gold. [/QUOTE]
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