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The Decrease in Desire for Magic in D&D
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<blockquote data-quote="tetrasodium" data-source="post: 8774681" data-attributes="member: 93670"><p>I agree but even if you expanded it out to three or four it still kinda worked because there was probably more story from social/exploration squeezed into a lower encounter pool. 5e has longer encounters and expects the GM to cram in more of them</p><p></p><p></p><p>2edmg pg120 "<em>A potion of healing is a fairly necessary item, something the DM may want to be readily available to the characters. Therefore, it </em></p><p><em>should be cheap, costing no more than 200 gp.</em>"</p><p>Healing potions have been a thing for a long time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> 4e was it's own thing but in 2e & 3.x adventuring was dangerous enough that an NPC shopkeeper saying something like "we have a bunch of those better greater healing potions" or "we got a new wand of cure <em>moderate</em> wounds if you're looking to buy!" Now IME an NPC pushing things like greater & better potions <em>might</em> get a player to buy one 150gp2d4+4 greater potion & just top it off with whatever they need for as comfortable 4 or so of the regular ones in their pack. Those things were rare <em>and</em> important. Now the high magic baseline of death saves+healing word's extreme power the PCs don't care.</p><p></p><p>5e encourages the players view death as something chained up & caged in the locked basement of another building so don't feel any urge to buy the powerful healing stuff the NPC is pushing like they did when they knew it could be breathing down their neck at a moment's notice. That results in a situation where the GM looks like they hit the PCs with a train if they actually introduce a situation where the group might need those better healing potions to avoid the severe consequences they now have no way of even diverting thanks to a lack of investment in other areas like the now superfluous buff/debuff/control abilities too.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8774681, member: 93670"] I agree but even if you expanded it out to three or four it still kinda worked because there was probably more story from social/exploration squeezed into a lower encounter pool. 5e has longer encounters and expects the GM to cram in more of them 2edmg pg120 "[I]A potion of healing is a fairly necessary item, something the DM may want to be readily available to the characters. Therefore, it should be cheap, costing no more than 200 gp.[/I]" Healing potions have been a thing for a long time :D 4e was it's own thing but in 2e & 3.x adventuring was dangerous enough that an NPC shopkeeper saying something like "we have a bunch of those better greater healing potions" or "we got a new wand of cure [I]moderate[/I] wounds if you're looking to buy!" Now IME an NPC pushing things like greater & better potions [I]might[/I] get a player to buy one 150gp2d4+4 greater potion & just top it off with whatever they need for as comfortable 4 or so of the regular ones in their pack. Those things were rare [I]and[/I] important. Now the high magic baseline of death saves+healing word's extreme power the PCs don't care. 5e encourages the players view death as something chained up & caged in the locked basement of another building so don't feel any urge to buy the powerful healing stuff the NPC is pushing like they did when they knew it could be breathing down their neck at a moment's notice. That results in a situation where the GM looks like they hit the PCs with a train if they actually introduce a situation where the group might need those better healing potions to avoid the severe consequences they now have no way of even diverting thanks to a lack of investment in other areas like the now superfluous buff/debuff/control abilities too. [/QUOTE]
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