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General Tabletop Discussion
*Dungeons & Dragons
Magic Item Creation: Which book should contain rules for magic item creation?
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<blockquote data-quote="sheadunne" data-source="post: 6289837" data-attributes="member: 27570"><p>My paycheck is not a reward. It's a contractual agreement between two parties. A reward would be more similar to an end of the year bonus or some such thing. Unexpected but appreciated, with no obligation on the part of the employer to provide it. </p><p></p><p>Adventurers do not have a contractual agreement with anyone (unless that's the nature of their adventuring) but rather hope that their investment pays off with some profit. Adventuring is probably a pretty bad life style choice if you want to put food on the table. It's quite possible that your choice of adventuring locations might net you zero profit. Much better to be a blacksmith or tanner. </p><p></p><p>However, aside from cash or goods to sell and make a profit, items that improve the character's adventuring life style are probably not the primary purpose of adventuring. You can't eat a +1 sword (unless you sell it). They're probably more similar to professional development in the workplace. The employer provides reimbursement for education that improves your ability to work better and more efficiently, thus making it easier to do your job. </p><p></p><p>Anyway, I think it's more a matter of campaign choice and character background that determines what the nature of the adventuring is. A holy quest to recapture of lost blah blah, is a much different adventure than one where the characters are looting a dungeon for cooper pieces.</p><p></p><p>Regarding the question at hand, I like magic item creation rules and I'm glad that 3x introduced some concrete (if not done well) rules for item creation. I think 5e would be poorer without them. I prefer the 3x model (although moving potions and scrolls into the PHB) and reworking the item creation feats to be more abstract in cost and application, rather than fixed on GP and XP amounts.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6289837, member: 27570"] My paycheck is not a reward. It's a contractual agreement between two parties. A reward would be more similar to an end of the year bonus or some such thing. Unexpected but appreciated, with no obligation on the part of the employer to provide it. Adventurers do not have a contractual agreement with anyone (unless that's the nature of their adventuring) but rather hope that their investment pays off with some profit. Adventuring is probably a pretty bad life style choice if you want to put food on the table. It's quite possible that your choice of adventuring locations might net you zero profit. Much better to be a blacksmith or tanner. However, aside from cash or goods to sell and make a profit, items that improve the character's adventuring life style are probably not the primary purpose of adventuring. You can't eat a +1 sword (unless you sell it). They're probably more similar to professional development in the workplace. The employer provides reimbursement for education that improves your ability to work better and more efficiently, thus making it easier to do your job. Anyway, I think it's more a matter of campaign choice and character background that determines what the nature of the adventuring is. A holy quest to recapture of lost blah blah, is a much different adventure than one where the characters are looting a dungeon for cooper pieces. Regarding the question at hand, I like magic item creation rules and I'm glad that 3x introduced some concrete (if not done well) rules for item creation. I think 5e would be poorer without them. I prefer the 3x model (although moving potions and scrolls into the PHB) and reworking the item creation feats to be more abstract in cost and application, rather than fixed on GP and XP amounts. [/QUOTE]
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