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Mules! -- Huh! -- What are they good for?
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<blockquote data-quote="Thunderfoot" data-source="post: 3526433" data-attributes="member: 34175"><p>And when they adventure, they find them, not buy them.</p><p></p><p>Yes, but what does that have to do with travelling through wilderness. Hunting expeditions usually are limited in time and have a place of return for re-supply. When treking into the unknown with no known resupply posts and no known "safe harbors" it makes sence to prepare for anything. As hard as is it for modern folks to understand this, I point to the Arctic, Antarctic and mountian expeditions of the 19th and early 20th c.; these folks took boatloads of crap (sometimes literally boatloads) because they didn't know where theor next meal was coming from. Of course this is hyperbole, but then so are most of the examples being offered in defence, I am sure the truth lies in the middle somewhere.</p><p></p><p> Nothing, and if it works you, that's cool. But you are also constantly adventuring, my point is that the typical "marketing wizard" is pictured as the dottering old fool that has retired and decided that making items is perfereable to using them. *shudder*</p><p></p><p> I can see where you are going with this, however, I don't have the typical hamlet seperated by miles of space in the middle of nowhere with the big flashing neon sign that says, "Monsters, eat here!" I run my world a little closer to 'real' in that when people build, they do so in groups, large ones, for protection. Cities are actually a central metropolis surrounded by tens of farming communities within spitting distance of each other. (Medieval Europe) Sure the odd person build away from everyone elese, and when the monster eat them there is noone left to scream. That's where those ruins come from in the middle of nowhere. <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> Findable, yes, buyable, no. </p><p></p><p> But the amounts therein are insufficient to keep up with the Jones, per se. You mention hunting, okay, lets say a hunter (using magic) captures enough game to garner 3 levels, the XP to level ratio soon peters out and the hunter is no longer gaining XP for hunting, eventually finding a platuea. This was one thing about the city tables in the DMG I was thouroughly digusted by, in order to have a magic item of x level, an appropriate level of NPC support should be there as well (that makes sense) but in order to get those levels, the amount of 'leveled' characters starts to exceed the probable - I like the 0-level commoners from days gone-by, it made more sense.</p><p></p><p></p><p>BTW, at least you are being civil about this, I appreciate it, if nothing else we can come to a point to agree to disagree. I like spirited debate, however some people are not so lucky. Thanks.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 3526433, member: 34175"] And when they adventure, they find them, not buy them. Yes, but what does that have to do with travelling through wilderness. Hunting expeditions usually are limited in time and have a place of return for re-supply. When treking into the unknown with no known resupply posts and no known "safe harbors" it makes sence to prepare for anything. As hard as is it for modern folks to understand this, I point to the Arctic, Antarctic and mountian expeditions of the 19th and early 20th c.; these folks took boatloads of crap (sometimes literally boatloads) because they didn't know where theor next meal was coming from. Of course this is hyperbole, but then so are most of the examples being offered in defence, I am sure the truth lies in the middle somewhere. Nothing, and if it works you, that's cool. But you are also constantly adventuring, my point is that the typical "marketing wizard" is pictured as the dottering old fool that has retired and decided that making items is perfereable to using them. *shudder* I can see where you are going with this, however, I don't have the typical hamlet seperated by miles of space in the middle of nowhere with the big flashing neon sign that says, "Monsters, eat here!" I run my world a little closer to 'real' in that when people build, they do so in groups, large ones, for protection. Cities are actually a central metropolis surrounded by tens of farming communities within spitting distance of each other. (Medieval Europe) Sure the odd person build away from everyone elese, and when the monster eat them there is noone left to scream. That's where those ruins come from in the middle of nowhere. :) Findable, yes, buyable, no. But the amounts therein are insufficient to keep up with the Jones, per se. You mention hunting, okay, lets say a hunter (using magic) captures enough game to garner 3 levels, the XP to level ratio soon peters out and the hunter is no longer gaining XP for hunting, eventually finding a platuea. This was one thing about the city tables in the DMG I was thouroughly digusted by, in order to have a magic item of x level, an appropriate level of NPC support should be there as well (that makes sense) but in order to get those levels, the amount of 'leveled' characters starts to exceed the probable - I like the 0-level commoners from days gone-by, it made more sense. BTW, at least you are being civil about this, I appreciate it, if nothing else we can come to a point to agree to disagree. I like spirited debate, however some people are not so lucky. Thanks. [/QUOTE]
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