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*Dungeons & Dragons
Power Level of "Raise Stat to 19" Items
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<blockquote data-quote="Tony Vargas" data-source="post: 7268797" data-attributes="member: 996"><p>When you're tempted to make up statistics to prove that you're right because the thing you don't like is relatively unpopular, remember that D&D is amazingly unpopular, that it doesn't matter because popularity or the lack thereof proves nothing. </p><p>And then don't bother.</p><p></p><p> It's more a matter of having solid prices and make/buy at all, than the specific prices. It's player-'entitlement' - you pays your gps and you gets your item. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> Outside of the treadmill, which could be kept going w/o magic items by flipping on inherent bonuses, magic items were relatively minor in 4e, they could add color, or, typically pre-some-erratta, drizzle a little gasoline on the fire of some build. The rapidly-ballooning pricing was, likewise, mainly about their role in the treadmill, not too important outside that. </p><p></p><p>5e, like the classic game, leaves items the purview of the DM - so it's magic item designs needn't consider balance or scaling, and putting them on a wealth/level schedule with make/buy pricing would be as or more problematic than it was in 3e...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7268797, member: 996"] When you're tempted to make up statistics to prove that you're right because the thing you don't like is relatively unpopular, remember that D&D is amazingly unpopular, that it doesn't matter because popularity or the lack thereof proves nothing. And then don't bother. It's more a matter of having solid prices and make/buy at all, than the specific prices. It's player-'entitlement' - you pays your gps and you gets your item. ;) Outside of the treadmill, which could be kept going w/o magic items by flipping on inherent bonuses, magic items were relatively minor in 4e, they could add color, or, typically pre-some-erratta, drizzle a little gasoline on the fire of some build. The rapidly-ballooning pricing was, likewise, mainly about their role in the treadmill, not too important outside that. 5e, like the classic game, leaves items the purview of the DM - so it's magic item designs needn't consider balance or scaling, and putting them on a wealth/level schedule with make/buy pricing would be as or more problematic than it was in 3e... [/QUOTE]
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Power Level of "Raise Stat to 19" Items
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