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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6994767" data-attributes="member: 6701872"><p>The rules present in the 5th edition DMG for creating magic items have most of the same things that the 3.5 rules for creating magic items have, specifically:</p><ul> <li data-xf-list-type="ul">Restriction to which characters are capable (in 3.5 it was handled by feats, 5th edition uses having spell slots instead)</li> <li data-xf-list-type="ul">What items are craftable depending upon character level (3.5 mostly divied up item types by levels, 5th edition instead uses rough item potency by levels)</li> <li data-xf-list-type="ul">How much gp an item costs to make</li> <li data-xf-list-type="ul">How long it will take to craft an item (though 5th edition includes more readily available ways to reduce the time)</li> <li data-xf-list-type="ul">Ways to figure out the above for an item of the player's design, rather than just how to make what items are already in the books (3.5 used a chart with fiddly math, 5th edition provides guidance on power level by rarity of item and a few additional bits like maximum bonus and spell frequency suggestions - albeit in a different section of the book from the above items) </li> </ul><p></p><p>What is "missing" is nothing - except, of course, for approach; 3.5 gave a chart with math and the assumption that said math was actually correct for any given group, while 5th edition openly and honestly relies upon the group to determine their own correct ratings of things.</p><p></p><p>Selling magic items is supported by rules that actually bring character's skill into the equation, and rather than assigning a purchasing power to a settlement and a flat price to every sold item, give the amount of time needed to broker a deal and variance in the price the buyer is willing to pay.</p><p></p><p>So again, it's not a difference in things actually being "missing" - they are just different. It's more like haggling while shopping about local pawn shops than taking in empty soda/beer cans for the set return rate.</p><p></p><p>As for buying, that is again a case of nothing actually "missing' but things being different - where 3.5 had a specific price listed and you were probably going to be able to get the item at that price (unless the DM is used to altering market prices like many published adventures do by saying things like "Any item in X book is available for an additional 25% of listed price"), 5th edition has ranges suggested so that, for example, a <em>potion of healing</em> (common magic item) could cost as little as the 50 gp it is listed at in the <em>PHB</em>, or could run as high as 100 gp if that felt appropriate for the circumstances it is being purchased under.</p><p></p><p>Both are the same - a price that is ultimately set by the DM based on the number printed in the book.</p><p></p><p>To call them "vague" is, I believe, inaccurate.</p><p></p><p>What exactly is that "something"? Because from my point of view that "something" appears to be blind faith - a false belief that because the rules come from WotC they are somehow going to be inherently better for one's own group than what one's own group can come up with.</p><p></p><p>And I find it especially strange that there are so many folks that are insisting that WotC-written rules would somehow solve the problem they are having, when that problem is that WotC wrote rules that they don't like - because as I've shown above, WotC totally did write rules how to create, buy, and sell magical items both found in books or created by DM/players.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6994767, member: 6701872"] The rules present in the 5th edition DMG for creating magic items have most of the same things that the 3.5 rules for creating magic items have, specifically: [LIST] [*]Restriction to which characters are capable (in 3.5 it was handled by feats, 5th edition uses having spell slots instead) [*]What items are craftable depending upon character level (3.5 mostly divied up item types by levels, 5th edition instead uses rough item potency by levels) [*]How much gp an item costs to make [*]How long it will take to craft an item (though 5th edition includes more readily available ways to reduce the time) [*]Ways to figure out the above for an item of the player's design, rather than just how to make what items are already in the books (3.5 used a chart with fiddly math, 5th edition provides guidance on power level by rarity of item and a few additional bits like maximum bonus and spell frequency suggestions - albeit in a different section of the book from the above items) [/LIST] What is "missing" is nothing - except, of course, for approach; 3.5 gave a chart with math and the assumption that said math was actually correct for any given group, while 5th edition openly and honestly relies upon the group to determine their own correct ratings of things. Selling magic items is supported by rules that actually bring character's skill into the equation, and rather than assigning a purchasing power to a settlement and a flat price to every sold item, give the amount of time needed to broker a deal and variance in the price the buyer is willing to pay. So again, it's not a difference in things actually being "missing" - they are just different. It's more like haggling while shopping about local pawn shops than taking in empty soda/beer cans for the set return rate. As for buying, that is again a case of nothing actually "missing' but things being different - where 3.5 had a specific price listed and you were probably going to be able to get the item at that price (unless the DM is used to altering market prices like many published adventures do by saying things like "Any item in X book is available for an additional 25% of listed price"), 5th edition has ranges suggested so that, for example, a [I]potion of healing[/I] (common magic item) could cost as little as the 50 gp it is listed at in the [I]PHB[/I], or could run as high as 100 gp if that felt appropriate for the circumstances it is being purchased under. Both are the same - a price that is ultimately set by the DM based on the number printed in the book. To call them "vague" is, I believe, inaccurate. What exactly is that "something"? Because from my point of view that "something" appears to be blind faith - a false belief that because the rules come from WotC they are somehow going to be inherently better for one's own group than what one's own group can come up with. And I find it especially strange that there are so many folks that are insisting that WotC-written rules would somehow solve the problem they are having, when that problem is that WotC wrote rules that they don't like - because as I've shown above, WotC totally did write rules how to create, buy, and sell magical items both found in books or created by DM/players. [/QUOTE]
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