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Thoughts on spending gold ...
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<blockquote data-quote="MoonSong" data-source="post: 6515122" data-attributes="member: 6689464"><p>So either I should not care about item pricing or I am a munchkin? Players motivations to do things are wildy varied and can't be reduced to oversimplified dichotomies. Your two-kinds-of-players model falls apart on non sandbox games. What about narrative heavy games where you can't just comfortably take a year off to go hunting for a rare-legendary-one-of-a-kind-snowflake-mighty sword of +1? Your only choices there are to get by with whatever the DM feels like throwing your way hoping to get what you need, or -gulp- ask for it. And it all applies to munchkiny swords of slaying +x to humble handy haversacks and floating lanterns equally. </p><p></p><p>Or in the other extreme, an arena setting, where each PC has to be created on equal footing so fights remain fair. Or in encounters, where you just don't have that kind of narrative control. And not everybody likes to treat magic items in the same way, granted in one extreme magic items become commodities that can be easily obtained, created or tossed away, thus becoming less magical, but in the other end they become pointless macguffins that are only there to drive the plot and won't have any actual effect because they are the ultimate reward to be obtained at the very end so nobody will actually get to use and enjoy them. As if turning an utility magic item into a reward and delaying it so much to it becomes useless would make it more special and wonderful. </p><p></p><p>And to be honest, the magic item section is already the less perused part of the DMG in all of the games I played in 3.x, I would only check it once at character creation -provided we started at higher levels- and then never again, the wealth guidelines being barely acknowledged because most DMs are human and the story takes so much prominence it isn't uncommon for us to find only so much coin. And so far I have never needed to look at it in any of the games I've played in 5e, magic items having turned into something so special and rare they may as well not even exist. As a DM I try to be less stingy with coin and magic items, but sometimes it is impossible and Magic item deprivation is so prevalent my players and I end up forgetting about it entirely, and this is in games where you can buy items.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6515122, member: 6689464"] So either I should not care about item pricing or I am a munchkin? Players motivations to do things are wildy varied and can't be reduced to oversimplified dichotomies. Your two-kinds-of-players model falls apart on non sandbox games. What about narrative heavy games where you can't just comfortably take a year off to go hunting for a rare-legendary-one-of-a-kind-snowflake-mighty sword of +1? Your only choices there are to get by with whatever the DM feels like throwing your way hoping to get what you need, or -gulp- ask for it. And it all applies to munchkiny swords of slaying +x to humble handy haversacks and floating lanterns equally. Or in the other extreme, an arena setting, where each PC has to be created on equal footing so fights remain fair. Or in encounters, where you just don't have that kind of narrative control. And not everybody likes to treat magic items in the same way, granted in one extreme magic items become commodities that can be easily obtained, created or tossed away, thus becoming less magical, but in the other end they become pointless macguffins that are only there to drive the plot and won't have any actual effect because they are the ultimate reward to be obtained at the very end so nobody will actually get to use and enjoy them. As if turning an utility magic item into a reward and delaying it so much to it becomes useless would make it more special and wonderful. And to be honest, the magic item section is already the less perused part of the DMG in all of the games I played in 3.x, I would only check it once at character creation -provided we started at higher levels- and then never again, the wealth guidelines being barely acknowledged because most DMs are human and the story takes so much prominence it isn't uncommon for us to find only so much coin. And so far I have never needed to look at it in any of the games I've played in 5e, magic items having turned into something so special and rare they may as well not even exist. As a DM I try to be less stingy with coin and magic items, but sometimes it is impossible and Magic item deprivation is so prevalent my players and I end up forgetting about it entirely, and this is in games where you can buy items. [/QUOTE]
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