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General Tabletop Discussion
*Dungeons & Dragons
Levels 1-4 are "Training Wheels?"
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<blockquote data-quote="Lanefan" data-source="post: 8517323" data-attributes="member: 29398"><p>There's two places where adventurers would logically tend to gather:</p><p></p><p>1 - Wth a few exceptions (Rangers being the most obvious) each class tends to congregate somewhere: Monks at monasteries, Clerics and Paladins at temples, Bards at colleges, Mages and Rogues at guilds suitable to their subclass, and warrior-types at mercenaries' halls or arenas.</p><p></p><p>2 - the legendary "taverns" where parties meet and form and then head out into the field.</p><p></p><p>And it's not like whatever level of whatever class of adventurer is going to be available and-or willing to join you: the results are always random. But it is more likely that places like this - particularly the (trusted) temples and mages' guilds - <strong>will</strong> end up acting as clearing-houses for magic items that their members don't need but don't have the time to spend on selling them.</p><p></p><p>Thieves' and Assassins' guilds, and Bard colleges, have been in place since at least 1e. Temples and monasteries pre-date that. Mages' and mercenaries' guilds might have appeared somewhere but even fi not they're a logical thing for a setting to have.</p><p></p><p>Then who makes the magic items? Also, isn't Artificer a class in 5e?</p><p></p><p>I guess one thing I'd better clarify is that I'm not at all advocating for "magic shops" where you walk in and there's a rack of +1 weapons on one wall and a shelf of potions on another. I'm not a fan of that.</p><p></p><p>What I am advocating for is the logical and predictable outcome of a setting where adventurers are fairly regularly acquiring, disposing of, and in some cases building magic items: there's gonna be trade in them. Much of that trade will be between private individuals; some will involve a third party as a go-between, brokerage, or clearing house; and some will involve larger entities e.g. a trade between two guilds. Rarely, a high-end pawnshop might wind up with a magic item. Perhaps the only case where there'd be a bunch of stuff for sale all at once would be the estate sale of a rich ex-adventurer who had just died of old age.</p><p></p><p>When a party gets to town in my game, ask for a shopping list, and I run my randomized spreadsheet and tell them what happens to be available right now, those items aren't all being sold at the same place! The list is simply what the PCs can find out about fairly easily via inquiring at the most common places - temples, mage guilds, local adventuring contacts, and so on - but if there's fifteen things on the list they're probably being sold at twelve different places by as many different people or guilds.</p><p></p><p>Some people just like making stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think I see what you're getting at. I guess I'm less willing to sacrifice realism on the altar of fun, in that I expect the treasure in an adventure (along with everything else in the adventure!) to be exactly the same regardless of what we happen to take in there as PCs; and if we take an all-mage party into an adventure where 90+% of the treasure consists of enchanted heavy armour and big weapons then so be it - we pulled the short straw this time, and it's up to us to find a way to turn it all into coinage or things we can use once back in town.</p><p></p><p>5e has training-to-level as an optional, I believe. I don't recall if 4e had any provision for training; if it didn't it's the only edition thus far to not even have it as an option.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8517323, member: 29398"] There's two places where adventurers would logically tend to gather: 1 - Wth a few exceptions (Rangers being the most obvious) each class tends to congregate somewhere: Monks at monasteries, Clerics and Paladins at temples, Bards at colleges, Mages and Rogues at guilds suitable to their subclass, and warrior-types at mercenaries' halls or arenas. 2 - the legendary "taverns" where parties meet and form and then head out into the field. And it's not like whatever level of whatever class of adventurer is going to be available and-or willing to join you: the results are always random. But it is more likely that places like this - particularly the (trusted) temples and mages' guilds - [B]will[/B] end up acting as clearing-houses for magic items that their members don't need but don't have the time to spend on selling them. Thieves' and Assassins' guilds, and Bard colleges, have been in place since at least 1e. Temples and monasteries pre-date that. Mages' and mercenaries' guilds might have appeared somewhere but even fi not they're a logical thing for a setting to have. Then who makes the magic items? Also, isn't Artificer a class in 5e? I guess one thing I'd better clarify is that I'm not at all advocating for "magic shops" where you walk in and there's a rack of +1 weapons on one wall and a shelf of potions on another. I'm not a fan of that. What I am advocating for is the logical and predictable outcome of a setting where adventurers are fairly regularly acquiring, disposing of, and in some cases building magic items: there's gonna be trade in them. Much of that trade will be between private individuals; some will involve a third party as a go-between, brokerage, or clearing house; and some will involve larger entities e.g. a trade between two guilds. Rarely, a high-end pawnshop might wind up with a magic item. Perhaps the only case where there'd be a bunch of stuff for sale all at once would be the estate sale of a rich ex-adventurer who had just died of old age. When a party gets to town in my game, ask for a shopping list, and I run my randomized spreadsheet and tell them what happens to be available right now, those items aren't all being sold at the same place! The list is simply what the PCs can find out about fairly easily via inquiring at the most common places - temples, mage guilds, local adventuring contacts, and so on - but if there's fifteen things on the list they're probably being sold at twelve different places by as many different people or guilds. Some people just like making stuff. :) I think I see what you're getting at. I guess I'm less willing to sacrifice realism on the altar of fun, in that I expect the treasure in an adventure (along with everything else in the adventure!) to be exactly the same regardless of what we happen to take in there as PCs; and if we take an all-mage party into an adventure where 90+% of the treasure consists of enchanted heavy armour and big weapons then so be it - we pulled the short straw this time, and it's up to us to find a way to turn it all into coinage or things we can use once back in town. 5e has training-to-level as an optional, I believe. I don't recall if 4e had any provision for training; if it didn't it's the only edition thus far to not even have it as an option. [/QUOTE]
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Levels 1-4 are "Training Wheels?"
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