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General Tabletop Discussion
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Ring of Cold Resistance vs Ring of Warmth
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<blockquote data-quote="EzekielRaiden" data-source="post: 6763225" data-attributes="member: 6790260"><p>Because 5e has some really wonky classifications for magic items--value and rarity are not predicated on how powerful an item is, and instead seem to have been thrown together without a great deal of thought (possibly a result of multiple hands on the list without thoroughly documenting why they made the changes they did).</p><p></p><p></p><p></p><p>I flatly disagree. It is completely possible, and doable. There is at least one example of a logically-organized price and rarity list floating around on the internet, with explained justifications for any changes from the official rules.</p><p></p><p>These prices may not be <em>perfect</em> for all campaigns, but they can absolutely be <em>good</em> for <em>most</em> campaigns. And with just a small amount of further effort, you can account for various other kinds of campaigns beyond the "stereotypical" pseudo-medieval, ruins-of-lost-empires style. Simple things, like a page or two for "survival" campaigns (e.g. Dark Sun), "horror" campaigns (e.g. Ravenloft), low-magic (e.g. "sword and sandal"), high-magic (e.g. Eberron), resource-poor (e.g. Dark Sun, or Primeval Thule), and perhaps a others I've failed to think of myself. Armed with such <em>modular advice</em>, a DM will be exceedingly well-equipped for preparing any world he or she might choose. This should not be a dramatically difficult endeavor; it is, in fact, exactly what I <em>expect</em> to be paying a game's designers to do. Particularly when they spent a good year or two lauding the "modular" nature of the rules they were designing.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6763225, member: 6790260"] Because 5e has some really wonky classifications for magic items--value and rarity are not predicated on how powerful an item is, and instead seem to have been thrown together without a great deal of thought (possibly a result of multiple hands on the list without thoroughly documenting why they made the changes they did). I flatly disagree. It is completely possible, and doable. There is at least one example of a logically-organized price and rarity list floating around on the internet, with explained justifications for any changes from the official rules. These prices may not be [I]perfect[/I] for all campaigns, but they can absolutely be [I]good[/I] for [I]most[/I] campaigns. And with just a small amount of further effort, you can account for various other kinds of campaigns beyond the "stereotypical" pseudo-medieval, ruins-of-lost-empires style. Simple things, like a page or two for "survival" campaigns (e.g. Dark Sun), "horror" campaigns (e.g. Ravenloft), low-magic (e.g. "sword and sandal"), high-magic (e.g. Eberron), resource-poor (e.g. Dark Sun, or Primeval Thule), and perhaps a others I've failed to think of myself. Armed with such [I]modular advice[/I], a DM will be exceedingly well-equipped for preparing any world he or she might choose. This should not be a dramatically difficult endeavor; it is, in fact, exactly what I [I]expect[/I] to be paying a game's designers to do. Particularly when they spent a good year or two lauding the "modular" nature of the rules they were designing. [/QUOTE]
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