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Magic Item Math of 5e
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<blockquote data-quote="yakuba" data-source="post: 6856834" data-attributes="member: 6698582"><p>I actually prefer the approach of giving a completely non-magical baseline and then indicating how to adjust for magic. I think this approach is to be preferred in 5e because of the wide variety campaign scenarios that are possible. If I convert a an old D&D module it will have way more magic than the guideline, or I could simply choose to run a low/no magic item campaign. Additionally a zero-magic baseline with compensating instructions also deals with the inherent variance which was neither calculated nor acknowledged in the original post. A by the books campaign can still end up with no magic at all, or everybody having very rare magic by level 5.</p><p></p><p>Where 5e actually falls down is that there aren't good guidelines for how to adjust to more or less magic even though that necessity is acknowledged. Fortunately, IME it actually isn't very hard at all to adjust to additional magic in the party (Lvls 1-12), but a good set of guidelines should have been provided without me needing figure out for myself as I go along.</p></blockquote><p></p>
[QUOTE="yakuba, post: 6856834, member: 6698582"] I actually prefer the approach of giving a completely non-magical baseline and then indicating how to adjust for magic. I think this approach is to be preferred in 5e because of the wide variety campaign scenarios that are possible. If I convert a an old D&D module it will have way more magic than the guideline, or I could simply choose to run a low/no magic item campaign. Additionally a zero-magic baseline with compensating instructions also deals with the inherent variance which was neither calculated nor acknowledged in the original post. A by the books campaign can still end up with no magic at all, or everybody having very rare magic by level 5. Where 5e actually falls down is that there aren't good guidelines for how to adjust to more or less magic even though that necessity is acknowledged. Fortunately, IME it actually isn't very hard at all to adjust to additional magic in the party (Lvls 1-12), but a good set of guidelines should have been provided without me needing figure out for myself as I go along. [/QUOTE]
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