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In fifth-edition D&D, what is gold for?
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6996049" data-attributes="member: 6701872"><p>I must have misunderstood your earlier post - because I thought you said in it that this set up you describe in this quote was impossible, and I was saying "None of that quite tracks" because this quoted arrangement is absolutely possible.</p><p></p><p>That is not exactly the case. A world in which adventurers are exceedingly rare, and magic items even rarer still, but that even adventurers early in their careers might come across multiple is entirely plausible. Rare to the world need not mean rare to experts in a particular field.</p><p></p><p>Or to understand that the logic of the game world is the logic of any fiction - it can be crafted such to be as it needs to be, whether starting with how you want the world to be or with the reasons why it is the way it is.</p><p></p><p>...because the designers, and myself at the moment, couldn't think of a downtime activity for buying a magical item that needed more word count than the suggested price ranges given to the DM?</p><p></p><p>I mean, how do you propose that we make shopping engaging or interesting, or add some random quality to it, and why do you feel that arrangement is worth replacing the current arrangement of the player saying "I go around the town and see if I can find X magic item for sale." and the DM saying whether they find it and what price is being asked if they do?</p><p></p><p>And yet, I've used those tables and run those adventures in settings where there absolutely isn't a market, informal or otherwise, for magical items with no alterations and without anyone at the table stumbling over the idea - because rare to the world at large doesn't have to mean rare to adventurers.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6996049, member: 6701872"] I must have misunderstood your earlier post - because I thought you said in it that this set up you describe in this quote was impossible, and I was saying "None of that quite tracks" because this quoted arrangement is absolutely possible. That is not exactly the case. A world in which adventurers are exceedingly rare, and magic items even rarer still, but that even adventurers early in their careers might come across multiple is entirely plausible. Rare to the world need not mean rare to experts in a particular field. Or to understand that the logic of the game world is the logic of any fiction - it can be crafted such to be as it needs to be, whether starting with how you want the world to be or with the reasons why it is the way it is. ...because the designers, and myself at the moment, couldn't think of a downtime activity for buying a magical item that needed more word count than the suggested price ranges given to the DM? I mean, how do you propose that we make shopping engaging or interesting, or add some random quality to it, and why do you feel that arrangement is worth replacing the current arrangement of the player saying "I go around the town and see if I can find X magic item for sale." and the DM saying whether they find it and what price is being asked if they do? And yet, I've used those tables and run those adventures in settings where there absolutely isn't a market, informal or otherwise, for magical items with no alterations and without anyone at the table stumbling over the idea - because rare to the world at large doesn't have to mean rare to adventurers. [/QUOTE]
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In fifth-edition D&D, what is gold for?
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