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<blockquote data-quote="pemerton" data-source="post: 7725389" data-attributes="member: 42582"><p>I think the comparison to the cost of spell scribing helps illustrate the challenge, though - D&D wizards (except in 4e) have always been a class whose potency depends in part on GM fiat, because the extent of their spellbooks depends (at least in part) upon treasure found, and that is something under GM control.</p><p></p><p>A magic item economy generalises that feature of wizards across the game. I'm simply not persuaded that it can be "fixed up and made more functional". At a minimum, there would need to be some sort of rule/guideline pegging gold to XP earned, so that items were parcelled out in a level-appropriate fashion. But that seems contrary to the 5e ethos.</p><p></p><p>There are other challenges too - eg there may be some sorts of items which are appropriate for low as well as high levels, but that one wants nevertheless to keep fairly rare even as levels go up. (Say, some utility items like Feather Tokens or the patches on a Robe of Useful Items; or some attack items that take an enemy out of the combat for a round or two.) This is easy to achieve in PC build (because there are a finite number of "slots" for feats etc). But hard to do in a magic item economy.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7725389, member: 42582"] I think the comparison to the cost of spell scribing helps illustrate the challenge, though - D&D wizards (except in 4e) have always been a class whose potency depends in part on GM fiat, because the extent of their spellbooks depends (at least in part) upon treasure found, and that is something under GM control. A magic item economy generalises that feature of wizards across the game. I'm simply not persuaded that it can be "fixed up and made more functional". At a minimum, there would need to be some sort of rule/guideline pegging gold to XP earned, so that items were parcelled out in a level-appropriate fashion. But that seems contrary to the 5e ethos. There are other challenges too - eg there may be some sorts of items which are appropriate for low as well as high levels, but that one wants nevertheless to keep fairly rare even as levels go up. (Say, some utility items like Feather Tokens or the patches on a Robe of Useful Items; or some attack items that take an enemy out of the combat for a round or two.) This is easy to achieve in PC build (because there are a finite number of "slots" for feats etc). But hard to do in a magic item economy. [/QUOTE]
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