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Thoughts on spending gold ...
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<blockquote data-quote="Evhelm" data-source="post: 6513271" data-attributes="member: 6781294"><p>Unfortunately, this feels like one more instance where there are two legitimate sides and without a dual or ambiguous system, one side always feels shunted out of the picture. </p><p></p><p>The DMG <em>tried</em> to make this as ambiguous as possible with the estimated values of magic items, but I agree that for those who like exact numbers it's woefully light.</p><p></p><p>My group has always had the mentality that gold was only a means to an end; they aren't expert role-players (though I do have some phenomenal actors in the bunch, that's not what they come to the table to do), they are looking to become heroes of legend. They see that gold is merely a whimsical construct in the sense that it doesn't affect their game experience if their character stays in a modest inn or a lavish one--they just don't care about that. Deluxe rooms on the ship, or steerage? Whichever is fine. So, for my unique group, they feel somewhat lost without the ability to buy magic items because <em>they're used to it</em>. They save and scrimp gold because to them, heroes can seek out weaponmasters and armorsmiths, mages of renown, or clerics of powerful gods, and pay them or their organizations vast sums of wealth for amazing magical items. </p><p></p><p>All of that being said, they've been with me enough to trust me. When I told them that 5e is, by default, a lower-magic-item ruleset than they're used to, they have been willing to play along. </p><p></p><p>I completely sympathize with the posters here who want concrete values; I would always rather refer to an index for a crunch mechanic than have to be endlessly creative in ways that have to be tracked. Creativity is the best part of the game, but I would sometimes just rather refer to a constant. </p><p></p><p>I also sympathize with those posters who are enjoying the lack of concrete values--the "mystical" and "magical" value of treasure as treasured. I am trying very hard to steer my players into enjoying it in the same light. So far, that's working to enhance all of our enjoyment.</p><p></p><p>I was <a href="http://evhelm.blogspot.com/2014/11/d-5e-magic-items.html" target="_blank">worried about this</a> months ago, and it still troubles me, but so far I have to say I'm pleased with how the game is running. I am hopeful we will all enjoy this as the new normal given time and openness.</p></blockquote><p></p>
[QUOTE="Evhelm, post: 6513271, member: 6781294"] Unfortunately, this feels like one more instance where there are two legitimate sides and without a dual or ambiguous system, one side always feels shunted out of the picture. The DMG [I]tried[/I] to make this as ambiguous as possible with the estimated values of magic items, but I agree that for those who like exact numbers it's woefully light. My group has always had the mentality that gold was only a means to an end; they aren't expert role-players (though I do have some phenomenal actors in the bunch, that's not what they come to the table to do), they are looking to become heroes of legend. They see that gold is merely a whimsical construct in the sense that it doesn't affect their game experience if their character stays in a modest inn or a lavish one--they just don't care about that. Deluxe rooms on the ship, or steerage? Whichever is fine. So, for my unique group, they feel somewhat lost without the ability to buy magic items because [I]they're used to it[/I]. They save and scrimp gold because to them, heroes can seek out weaponmasters and armorsmiths, mages of renown, or clerics of powerful gods, and pay them or their organizations vast sums of wealth for amazing magical items. All of that being said, they've been with me enough to trust me. When I told them that 5e is, by default, a lower-magic-item ruleset than they're used to, they have been willing to play along. I completely sympathize with the posters here who want concrete values; I would always rather refer to an index for a crunch mechanic than have to be endlessly creative in ways that have to be tracked. Creativity is the best part of the game, but I would sometimes just rather refer to a constant. I also sympathize with those posters who are enjoying the lack of concrete values--the "mystical" and "magical" value of treasure as treasured. I am trying very hard to steer my players into enjoying it in the same light. So far, that's working to enhance all of our enjoyment. I was [URL="http://evhelm.blogspot.com/2014/11/d-5e-magic-items.html"]worried about this[/URL] months ago, and it still troubles me, but so far I have to say I'm pleased with how the game is running. I am hopeful we will all enjoy this as the new normal given time and openness. [/QUOTE]
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