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Levels 1-4 are "Training Wheels?"
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<blockquote data-quote="Lanefan" data-source="post: 8518607" data-attributes="member: 29398"><p>Depends on the city. In one large city in my setting where a number of PCs have quasi-based themselves the mercenaries' guild (including gladiators, it's a thing there) has several hundred members plus a constant stream of visitors and transients. Most of the several hundred members aren't adventurers but the visitors and transients almost always are; and many of the non-adventurers still have a level or two of Fighter to them, built up over the years of doing what they do.</p><p></p><p>That's another thing 1e tends to do: quite a few items are restricted as to who can use them, most often by class but sometimes by species or a stat requirement. Further, in 1e a Fighter is proficient only with a small number of weapons chosen by the player (something I very much like), meaning there's going to be times when the magic weapon you've just found ain't gonna do you much good.</p><p></p><p>Trusted temples and mage guilds might also double as the local equivalent to banks, meaning their security had better be pretty airtight.</p><p></p><p>Yeah, I'm distinguishing between small-a artificer (a person who makes magic items) and capital-A Artificer (the class). I probably haven't been clear enough on this; it's just that artificer is a good term to mean "person who makes and-or enchants magic items".</p><p></p><p>I kinda prefer the easy come, easy go idea - that way, you're always getting new toys! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>That not having time is what makes commissioning an item both a serious choice and a bit of a risk. Even then, now and then in my game someone will do it.</p><p></p><p>Both the 3e and 4e strict-formulaic approaches overlook one very important thing: the item's actual usefulness in the field. In 3e, for example, a Wand of Cure Light Wounds is hella more useful than a Wand of Grease yet as they each replicate a 1st-level spell the formula sets their costs as the same</p><p></p><p>1e's pricing at least kinda looks at the field-usefulness piece but it's not perfect, and some famous typos in the DMG don't help either. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Oh, not for me! Downtime is when I get to have my PCs interact with the setting on their terms: making contacts, building structures, exerting some of that influence gained through adventuring, buying and selling items, researching spells (if of the right class), living high off the hog, etc., etc.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8518607, member: 29398"] Depends on the city. In one large city in my setting where a number of PCs have quasi-based themselves the mercenaries' guild (including gladiators, it's a thing there) has several hundred members plus a constant stream of visitors and transients. Most of the several hundred members aren't adventurers but the visitors and transients almost always are; and many of the non-adventurers still have a level or two of Fighter to them, built up over the years of doing what they do. That's another thing 1e tends to do: quite a few items are restricted as to who can use them, most often by class but sometimes by species or a stat requirement. Further, in 1e a Fighter is proficient only with a small number of weapons chosen by the player (something I very much like), meaning there's going to be times when the magic weapon you've just found ain't gonna do you much good. Trusted temples and mage guilds might also double as the local equivalent to banks, meaning their security had better be pretty airtight. Yeah, I'm distinguishing between small-a artificer (a person who makes magic items) and capital-A Artificer (the class). I probably haven't been clear enough on this; it's just that artificer is a good term to mean "person who makes and-or enchants magic items". I kinda prefer the easy come, easy go idea - that way, you're always getting new toys! :) That not having time is what makes commissioning an item both a serious choice and a bit of a risk. Even then, now and then in my game someone will do it. Both the 3e and 4e strict-formulaic approaches overlook one very important thing: the item's actual usefulness in the field. In 3e, for example, a Wand of Cure Light Wounds is hella more useful than a Wand of Grease yet as they each replicate a 1st-level spell the formula sets their costs as the same 1e's pricing at least kinda looks at the field-usefulness piece but it's not perfect, and some famous typos in the DMG don't help either. :) Oh, not for me! Downtime is when I get to have my PCs interact with the setting on their terms: making contacts, building structures, exerting some of that influence gained through adventuring, buying and selling items, researching spells (if of the right class), living high off the hog, etc., etc. [/QUOTE]
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