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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="Uller" data-source="post: 6996035" data-attributes="member: 413"><p>It all tracks unless you are trying to support an arbitrary rule that is outside the logic of the game world. If magic items are extremely rare like one of a kind historical artifacts and religious relics in our world (like the Hope Diamond, the Shroud of Turin or the Holy Lance) then it is fair to say that there is no market and they can only be obtained through adventuring and role playing. </p><p></p><p>But if 2nd or 3rd level PCs can stumble on a +1 longsword in a forgotten chest in the basement of an abandoned mansion and obtain a magic staff by defeating a minor NPC (like in LMoP) then either the DM has to convince them that they are ridiculously lucky or magic items are common enough that there must be a market of some sort (not a magic item shop...a network of producers/acquirers, buyers and sellers). </p><p></p><p>To say it doesn't track is to start with a conclusion and work backwards in a way breaks the logic of the game world. </p><p></p><p>The DMG acknowledges this. Pages 135 and 136 discuss the possibility of <strong>buying</strong>, selling and crafting magic items. But downtime activities for only two of these are provided. Why not provide the third and then leave it up to the DM which downtime activities are available to the PCs based on their level, the level of magic in the world and the time and resources the PCs have available? </p><p></p><p>No...it's not that hard to come up with your own. I use a combination of the magic item creation rules, selling rules and <a href="https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view" target="_blank">this pdf</a>. But it seems like an oversight to me. It seems kind of silly to me that people dismiss those who raise the issue as if they are playing the game wrong (not saying you are...but others have).</p><p></p><p>I liken it to some of the verbiage in earlier editions of the game that claimed the D&D game world is a "human world" where elves, dwarves, halflings, etc are supposed to be very rare and most humans have never seen a "demihuman" but then published adventures, pregen characters and various random generation tables throughout the rules were written with an obviously different set of assumptions. Just saying it is so doesn't make it so if the supporting crunch doesn't reflect it. The DMG treasure tables and all the published adventures do not reflect the idea that magic is so rare and wonderful that an informal market wouldn't exist.</p></blockquote><p></p>
[QUOTE="Uller, post: 6996035, member: 413"] It all tracks unless you are trying to support an arbitrary rule that is outside the logic of the game world. If magic items are extremely rare like one of a kind historical artifacts and religious relics in our world (like the Hope Diamond, the Shroud of Turin or the Holy Lance) then it is fair to say that there is no market and they can only be obtained through adventuring and role playing. But if 2nd or 3rd level PCs can stumble on a +1 longsword in a forgotten chest in the basement of an abandoned mansion and obtain a magic staff by defeating a minor NPC (like in LMoP) then either the DM has to convince them that they are ridiculously lucky or magic items are common enough that there must be a market of some sort (not a magic item shop...a network of producers/acquirers, buyers and sellers). To say it doesn't track is to start with a conclusion and work backwards in a way breaks the logic of the game world. The DMG acknowledges this. Pages 135 and 136 discuss the possibility of [B]buying[/B], selling and crafting magic items. But downtime activities for only two of these are provided. Why not provide the third and then leave it up to the DM which downtime activities are available to the PCs based on their level, the level of magic in the world and the time and resources the PCs have available? No...it's not that hard to come up with your own. I use a combination of the magic item creation rules, selling rules and [URL="https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view"]this pdf[/URL]. But it seems like an oversight to me. It seems kind of silly to me that people dismiss those who raise the issue as if they are playing the game wrong (not saying you are...but others have). I liken it to some of the verbiage in earlier editions of the game that claimed the D&D game world is a "human world" where elves, dwarves, halflings, etc are supposed to be very rare and most humans have never seen a "demihuman" but then published adventures, pregen characters and various random generation tables throughout the rules were written with an obviously different set of assumptions. Just saying it is so doesn't make it so if the supporting crunch doesn't reflect it. The DMG treasure tables and all the published adventures do not reflect the idea that magic is so rare and wonderful that an informal market wouldn't exist. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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