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<blockquote data-quote="Mistwell" data-source="post: 7100272" data-attributes="member: 2525"><p>But that's the real world, not a world with magic and feats that benefit polearms more than most weapons and adventurers and dungeons. In that kind of world, the guys making magic items are the ones most likely to be making them for adventurers who plunder dungeons and slay dragons, more than guys who guard caravans from bandits. </p><p></p><p></p><p></p><p>Yeah that's missing the point. It's specifically NOT for in real life. That's why I mentioned the kind of setting you'd find where feats and magic weapons are parts of them.</p><p></p><p>It's your setting. You're the one that included both magic weapons and feats which tend to benefit: 1) polearms, and 2) two-handed weapons, and 3) longbows, more than any other types of weapons. Those three types of weapons should be the ones MOST likely to be found as magic weapons in a setting like that, because in your world adventurers tend to do the most amount of killing with those types of weapons thanks to the feats they have access to in that setting. So why isn't the setting you created reflecting the availability of the magic items and feats you put in that setting? It's not an internally consistent setting if the magic weapons you are most likely to find are some of the least likely to have been the choices of those who use weapons in that world, and if the rarest magic weapons to find are the ones most likely to have been the choices of those who use weapons in that world, thanks to the feats that exist in your world. I just can't think what the motivations of the magic users who create magic weapons would be, to focus on creating magic weapons which adventurers find the least useful and ignore the ones that adventurers find most useful. What the heck are they making magic items for, if it's not to aid an ally, or themselves, or sell it to people who want it and can afford it? Are the magic weapon creators in your world just madmen? Are they all just fanatics of longswords and daggers and shortbows, or followers of a God who favors those weapons? What's the internally consistent logic for this in your world?</p><p></p><p></p><p></p><p>No I've had one encounter before, but I've never seen that as the standard. Even when we had only one encounter, we expected it somewhat likely we'd have another, and therefore had to reserve resources in case that happened. Even in the hex crawls we do, we usually have more than one encounter. Sleeping in the open is dangerous, if nothing else. I just think balancing the game based on the assumption of going nova for one battle is not a wise course of action. Talk about a 5 minute adventuring day, this suggests a 30 second adventuring day! Particularly in a game intended to have quicker combat (so you can fit in more stuff per game session, and accommodate shorter game sessions) I just don't think that would be a good thing to focus on. It's not really a 5e-centric concept, and probably someone who prefers that would prefer a different RPG.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7100272, member: 2525"] But that's the real world, not a world with magic and feats that benefit polearms more than most weapons and adventurers and dungeons. In that kind of world, the guys making magic items are the ones most likely to be making them for adventurers who plunder dungeons and slay dragons, more than guys who guard caravans from bandits. Yeah that's missing the point. It's specifically NOT for in real life. That's why I mentioned the kind of setting you'd find where feats and magic weapons are parts of them. It's your setting. You're the one that included both magic weapons and feats which tend to benefit: 1) polearms, and 2) two-handed weapons, and 3) longbows, more than any other types of weapons. Those three types of weapons should be the ones MOST likely to be found as magic weapons in a setting like that, because in your world adventurers tend to do the most amount of killing with those types of weapons thanks to the feats they have access to in that setting. So why isn't the setting you created reflecting the availability of the magic items and feats you put in that setting? It's not an internally consistent setting if the magic weapons you are most likely to find are some of the least likely to have been the choices of those who use weapons in that world, and if the rarest magic weapons to find are the ones most likely to have been the choices of those who use weapons in that world, thanks to the feats that exist in your world. I just can't think what the motivations of the magic users who create magic weapons would be, to focus on creating magic weapons which adventurers find the least useful and ignore the ones that adventurers find most useful. What the heck are they making magic items for, if it's not to aid an ally, or themselves, or sell it to people who want it and can afford it? Are the magic weapon creators in your world just madmen? Are they all just fanatics of longswords and daggers and shortbows, or followers of a God who favors those weapons? What's the internally consistent logic for this in your world? No I've had one encounter before, but I've never seen that as the standard. Even when we had only one encounter, we expected it somewhat likely we'd have another, and therefore had to reserve resources in case that happened. Even in the hex crawls we do, we usually have more than one encounter. Sleeping in the open is dangerous, if nothing else. I just think balancing the game based on the assumption of going nova for one battle is not a wise course of action. Talk about a 5 minute adventuring day, this suggests a 30 second adventuring day! Particularly in a game intended to have quicker combat (so you can fit in more stuff per game session, and accommodate shorter game sessions) I just don't think that would be a good thing to focus on. It's not really a 5e-centric concept, and probably someone who prefers that would prefer a different RPG. [/QUOTE]
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