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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Tony Vargas" data-source="post: 6994924" data-attributes="member: 996"><p>Meh, there are a finite number of things that have been done in past editions. No past editions had infinite pages devoted to anything. ;P Indeed, there's a lot of overlap among past editions, and while styles of play may be nigh-infinite in their variations and idiosyncrasies (and the mis-perceptions of and prejudices against them), those that have been supported in the past did not require undue efforts then, and wouldn't now. </p><p> </p><p>If it had enough appeal to be supported in a past edition, for instance. No one suggested that everyone get a custom design, just that 5e come through where past editions had come through. It'd be awesome if it could continue beyond that, eventually (and it may well do so, incidentally - in covering both 3e and 1e, it might open to styles never before supported, too, for instance).</p><p></p><p>There are rules, but they're not good enough? If that's the case, fine, it's a legitimate complaint. But is it the case, or are they just not campaign specific-enough? I'm honestly not so sure. Magic items in 5e are pretty powerful/arbitrary (in keeping with the traditions of the classic game), which items you place is a powerful DM tool - handing that over to players by letting them just make any item they can afford is not a decision to be taken lightly. </p><p></p><p>More simply, detail can always be added, officially, semi-officially, or unofficially. Robustness, OTOH, needs to be designed in from the ground up - and belief that a system has any robustness would be encouraged by the ineffable stamp of officialdom (though, let's face it, the D&D label doesn't exactly scream "robust balanced system here!"). </p><p></p><p>I used the 2e system, and it wasn't exactly entirely lacking in humor in that sense, either...</p><p></p><p>Not so much. Balance wasn't exactly the top priority for 5e, and 5e is not balanced by the assumption of items appearing on a level-based schedule. That doesn't mean adding them will unbalance your campaign, just that the characters who get them will be better than they'd've been without them. That might, if the characters who get the items were un-balanced 'low' relative to the other characters and/or the challenges presented by the campaign /bring/ it into better balance, for instance. Magic items can be approached as a DM tool, one of many that the DM can use to balance his campaign how he likes. Magic item creation might bring them into the realm of player-directed tool, as well - in which case we're talking 'rewards for system mastery' as much as 'potential balance problems.' Folks who are jones'n for the former likely have few issues with accepting the latter. </p><p></p><p>I didn't think either of us had. It's one of those missing game elements that might help resume support for styles enjoyed in past editions where the concept had appeared.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6994924, member: 996"] Meh, there are a finite number of things that have been done in past editions. No past editions had infinite pages devoted to anything. ;P Indeed, there's a lot of overlap among past editions, and while styles of play may be nigh-infinite in their variations and idiosyncrasies (and the mis-perceptions of and prejudices against them), those that have been supported in the past did not require undue efforts then, and wouldn't now. If it had enough appeal to be supported in a past edition, for instance. No one suggested that everyone get a custom design, just that 5e come through where past editions had come through. It'd be awesome if it could continue beyond that, eventually (and it may well do so, incidentally - in covering both 3e and 1e, it might open to styles never before supported, too, for instance). There are rules, but they're not good enough? If that's the case, fine, it's a legitimate complaint. But is it the case, or are they just not campaign specific-enough? I'm honestly not so sure. Magic items in 5e are pretty powerful/arbitrary (in keeping with the traditions of the classic game), which items you place is a powerful DM tool - handing that over to players by letting them just make any item they can afford is not a decision to be taken lightly. More simply, detail can always be added, officially, semi-officially, or unofficially. Robustness, OTOH, needs to be designed in from the ground up - and belief that a system has any robustness would be encouraged by the ineffable stamp of officialdom (though, let's face it, the D&D label doesn't exactly scream "robust balanced system here!"). I used the 2e system, and it wasn't exactly entirely lacking in humor in that sense, either... Not so much. Balance wasn't exactly the top priority for 5e, and 5e is not balanced by the assumption of items appearing on a level-based schedule. That doesn't mean adding them will unbalance your campaign, just that the characters who get them will be better than they'd've been without them. That might, if the characters who get the items were un-balanced 'low' relative to the other characters and/or the challenges presented by the campaign /bring/ it into better balance, for instance. Magic items can be approached as a DM tool, one of many that the DM can use to balance his campaign how he likes. Magic item creation might bring them into the realm of player-directed tool, as well - in which case we're talking 'rewards for system mastery' as much as 'potential balance problems.' Folks who are jones'n for the former likely have few issues with accepting the latter. I didn't think either of us had. It's one of those missing game elements that might help resume support for styles enjoyed in past editions where the concept had appeared. [/QUOTE]
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