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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: 6996055" data-attributes="member: 37579"><p>The montage is why it's a fun example. It makes <em>sense</em> in that you can imagine the players going all Rocky or Son Goku and training to get more powerful. It's a cool idea with a neat visual. </p><p>But, from a game design perspective, you're trading a replenishable unlimited resource (time) for increased power. The cost is low but the gain is high</p><p></p><p>In theory this is very different from money... except money isn't that hard to come by in 5e. Because the rules don't assume it can be traded for a power increase, they don't limit or restrict its gain. And you often have more spare cash than time in a campaign. </p><p>Spare cash was a minor problem in 3e: any increase in money could throw off wealth-by-level. Lengthy downtime with a high profession skill and such. (It was especially broken in organised play.)</p><p></p><p></p><p>While I sympathise with the desire to have a rules option that complements your playstyle, 5e just isn't set-up for regular creation of uncommon rarity and higher. Not without either reworking every simple magic item <em>or</em> adjusting all the monster math. It also means low level monsters stop being a threat at higher levels, or have to somehow gain pluses just to challenge the players, so you need variant goblins and gnolls every few levels. </p><p></p><p>The catch of the 3e magic item economy was it was design to increase player choices, by allowing them to build their characters around magic items. However, the Big Six items were quickly notices, and people started only building around those. So many magic items were ignored because they just were not as mechanically strong as the stat boosting items. </p><p></p><p></p><p>Now, looking at the problem from another angle, the problem seems to be that people want to customise their gear. </p><p>This, by itself, isn't a problem. But getting hung up on the magic item selling/ crafting rules is a distraction. Because crafting magic items is only half the problem. The other half is the inability to make <em>+1 flaming ghost touch axiomatic longswords</em>. The ability to tweak and adjust the dials of the gear. </p><p>Which IS a rule or option that could be added. A <em>Diablo</em> style loot system where you have a bunch of modifiers, bonuses, and powers you can hang off a magic item. Where you can customise and slot in options to a weapon or signature item. It wouldn't be too hard to balance/limit it through another currency, such as residuum or astral diamonds. </p><p>But this is a little more like <em><a href="https://en.wikipedia.org/wiki/Weapons_of_Legacy" target="_blank">Weapons of Legacy</a></em>. The benefit of such a system being the bonuses could be more situational, have an action cost (giving more choices in combat), and not increase bonuses so the math is not affected.</p><p></p><p></p><p></p><p>What is the "substantial campaign cost" of magic items?</p><p></p><p>(And not every magic item requires attunement. If freely allowed to craft, items lacking attunement would be regular creations.)</p><p></p><p></p><p>Then what's the point of the bonus? The net result isn't a bonus, but a penalty to everyone who didn't take the bonus?</p></blockquote><p></p>
[QUOTE="Jester David, post: 6996055, member: 37579"] The montage is why it's a fun example. It makes [I]sense[/I] in that you can imagine the players going all Rocky or Son Goku and training to get more powerful. It's a cool idea with a neat visual. But, from a game design perspective, you're trading a replenishable unlimited resource (time) for increased power. The cost is low but the gain is high In theory this is very different from money... except money isn't that hard to come by in 5e. Because the rules don't assume it can be traded for a power increase, they don't limit or restrict its gain. And you often have more spare cash than time in a campaign. Spare cash was a minor problem in 3e: any increase in money could throw off wealth-by-level. Lengthy downtime with a high profession skill and such. (It was especially broken in organised play.) While I sympathise with the desire to have a rules option that complements your playstyle, 5e just isn't set-up for regular creation of uncommon rarity and higher. Not without either reworking every simple magic item [I]or[/I] adjusting all the monster math. It also means low level monsters stop being a threat at higher levels, or have to somehow gain pluses just to challenge the players, so you need variant goblins and gnolls every few levels. The catch of the 3e magic item economy was it was design to increase player choices, by allowing them to build their characters around magic items. However, the Big Six items were quickly notices, and people started only building around those. So many magic items were ignored because they just were not as mechanically strong as the stat boosting items. Now, looking at the problem from another angle, the problem seems to be that people want to customise their gear. This, by itself, isn't a problem. But getting hung up on the magic item selling/ crafting rules is a distraction. Because crafting magic items is only half the problem. The other half is the inability to make [I]+1 flaming ghost touch axiomatic longswords[/I]. The ability to tweak and adjust the dials of the gear. Which IS a rule or option that could be added. A [I]Diablo[/I] style loot system where you have a bunch of modifiers, bonuses, and powers you can hang off a magic item. Where you can customise and slot in options to a weapon or signature item. It wouldn't be too hard to balance/limit it through another currency, such as residuum or astral diamonds. But this is a little more like [I][URL="https://en.wikipedia.org/wiki/Weapons_of_Legacy"]Weapons of Legacy[/URL][/I]. The benefit of such a system being the bonuses could be more situational, have an action cost (giving more choices in combat), and not increase bonuses so the math is not affected. What is the "substantial campaign cost" of magic items? (And not every magic item requires attunement. If freely allowed to craft, items lacking attunement would be regular creations.) Then what's the point of the bonus? The net result isn't a bonus, but a penalty to everyone who didn't take the bonus? [/QUOTE]
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