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<blockquote data-quote="Li Shenron" data-source="post: 6071573" data-attributes="member: 1465"><p>Let's not take "dungeon crawling" as strictly as implying it takes place in an actual dungeon or other enclosed space, but anyway "kill monsters and take their stuff" is pretty much part of 90% of gaming groups games, although there is usually also a story around it, working as a container.</p><p></p><p>Ruling a kingdom or anything similar on that scale, I bet my pants that not even 10% of the gaming groups do (and just saying that Bob the Fighter is now Bob the King doesn't automatically qualify for saying "we include also kingdoms management in our campaign").</p><p></p><p>I don't like it myself, but combat is at the center of the game. Exploration unfortunately is out of fashion (so maybe I should have not said dungeon crawling, where indeed is exploration and combat), but if there is a default in the game is that there will be combat (hopefully not only that), and therefore adventuring gear (or more precisely, combat-related gear) is going to be important, unless perhaps at higher levels if class design deemphasize such importance.</p><p></p><p></p><p></p><p>I agree, as you can also read in my previous post. I honestly wouldn't mind that, and it would make a lot of sense... really if you find a chest of gold all for yourself, mundane equipment is not going to be a problem for you for a long time, unless you blow it up on a pokemon keep, or an overpriced magic item. <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=":)" /> Which just reinstate my idea that magic items should just be priceless.</p><p></p><p>(PS If a gaming group wants to have a level-based control on magic equipment, rather than base it on GP values of items, they might be better off basing it directly on character levels, or if some more fine-tuning is wanted, base it on XP).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6071573, member: 1465"] Let's not take "dungeon crawling" as strictly as implying it takes place in an actual dungeon or other enclosed space, but anyway "kill monsters and take their stuff" is pretty much part of 90% of gaming groups games, although there is usually also a story around it, working as a container. Ruling a kingdom or anything similar on that scale, I bet my pants that not even 10% of the gaming groups do (and just saying that Bob the Fighter is now Bob the King doesn't automatically qualify for saying "we include also kingdoms management in our campaign"). I don't like it myself, but combat is at the center of the game. Exploration unfortunately is out of fashion (so maybe I should have not said dungeon crawling, where indeed is exploration and combat), but if there is a default in the game is that there will be combat (hopefully not only that), and therefore adventuring gear (or more precisely, combat-related gear) is going to be important, unless perhaps at higher levels if class design deemphasize such importance. I agree, as you can also read in my previous post. I honestly wouldn't mind that, and it would make a lot of sense... really if you find a chest of gold all for yourself, mundane equipment is not going to be a problem for you for a long time, unless you blow it up on a pokemon keep, or an overpriced magic item. :) Which just reinstate my idea that magic items should just be priceless. (PS If a gaming group wants to have a level-based control on magic equipment, rather than base it on GP values of items, they might be better off basing it directly on character levels, or if some more fine-tuning is wanted, base it on XP). [/QUOTE]
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