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Community
General Tabletop Discussion
*Dungeons & Dragons
Season 8 will switch to the Organized Play rules presented in XGTE
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<blockquote data-quote="CapnZapp" data-source="post: 7326991" data-attributes="member: 12731"><p>I should add that I want the general D&D rules to provide a magic item economy. </p><p></p><p>I wasn't talking about tournament play specifically in that instance. I am certainly not attempting to impose a magic item economy on anybody else's campaign, organized or not.</p><p></p><p></p><p>Adding mundane book-keeping such as expense tracking would be horrible. We don't need that in the D&D game, there's already the IRL game for that.</p><p></p><p>There's nothing inherently abusive in an magic item economy, but since I'm not talking about it in the context of organized play, let's drop the subject in this subforum.</p><p></p><p></p><p>Come on. Most items in the DMG are only useful as random loot. Out of any given magic item treasure list of the DMG maybe nine tenths would never get picked if it means not picking the remaining tenth of items.</p><p></p><p>You may be fine with a tournament where nine out of ten players sport the same dozen items over and over, but that would be horribly boring to me. Not to mention how any attempt at roleplaying and characterization would be actively penalized: "so you want a Trident of Fish Command? Sure, you just need to be prepared for everybody else having a +1 weapon while you don't. That's just a cost you have to suck up."</p><p></p><p>Besides, the "collect them all" mentality would disappear if any adventure can yield any loot, and there is no specialness to having played a particular adventure. "Oh, she's sporting Efreeti Chain, that must mean she's played through the City of Brass series of modules...". Not that I think the AL will make the mistake of reusing the DMG treasure tables as is.</p><p></p><p>Anyway. Hopefully AL won't entirely drop random loot, and just add this treasure buying scheme as a back-up, as a way to make bad luck much less of an issue, since that's its main purpose if I understand it.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7326991, member: 12731"] I should add that I want the general D&D rules to provide a magic item economy. I wasn't talking about tournament play specifically in that instance. I am certainly not attempting to impose a magic item economy on anybody else's campaign, organized or not. Adding mundane book-keeping such as expense tracking would be horrible. We don't need that in the D&D game, there's already the IRL game for that. There's nothing inherently abusive in an magic item economy, but since I'm not talking about it in the context of organized play, let's drop the subject in this subforum. Come on. Most items in the DMG are only useful as random loot. Out of any given magic item treasure list of the DMG maybe nine tenths would never get picked if it means not picking the remaining tenth of items. You may be fine with a tournament where nine out of ten players sport the same dozen items over and over, but that would be horribly boring to me. Not to mention how any attempt at roleplaying and characterization would be actively penalized: "so you want a Trident of Fish Command? Sure, you just need to be prepared for everybody else having a +1 weapon while you don't. That's just a cost you have to suck up." Besides, the "collect them all" mentality would disappear if any adventure can yield any loot, and there is no specialness to having played a particular adventure. "Oh, she's sporting Efreeti Chain, that must mean she's played through the City of Brass series of modules...". Not that I think the AL will make the mistake of reusing the DMG treasure tables as is. Anyway. Hopefully AL won't entirely drop random loot, and just add this treasure buying scheme as a back-up, as a way to make bad luck much less of an issue, since that's its main purpose if I understand it. [/QUOTE]
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Season 8 will switch to the Organized Play rules presented in XGTE
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