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General Tabletop Discussion
*Dungeons & Dragons
Treasure - how much, how often, and how does your group divide it
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<blockquote data-quote="tetrasodium" data-source="post: 8260914" data-attributes="member: 93670"><p>Looking back at my 5e campaigns, I almost always have one player who has or does also GM but those individuals tend to be more willing to engage in that kind of stuff than the only ever been a player types. The pure player types might ask for a +1/+2/what about a frostbrand but unlike in the past they lack any kind of gateway drug to start their imaginations tinkering around the edges like 4e's <a href="http://hastur.net/wiki/Weapon_properties_(4E)" target="_blank">brutal/defensive/high crit/etc</a>* or 3x's crit mod/crit range/asf/acp/slot affinities & meaningful damage types or whatever so they never really get into the mindset of trying to think about anything but ordering something directly out of <a href="https://www.dndbeyond.com/magic-items" target="_blank">the catalog</a> as is. The fact that the 5e system mechanics don't really leave any room for that kind of stuff beyond objective +N die size AC number of dice & if its magical or not along with yes/no is it magical doesn't help matters. "the way things are structured" was more in reference to the 5e mechanics themselves. </p><p></p><p> I've tried forcing body slots with sheets like<a href="https://www.reddit.com/r/DnD/comments/3cy2xg/i_made_a_better_version_of_wizards_magic_item/" target="_blank"> this</a> to ease the limits but things then mostly come down to 5e's unsupported "optional" feats & magic items being overbudget the second players have one wolverine/deadpool/loons toons levels of durability & lack of any real hooks in the system or ways of inducing churn while leveling so they pretty much became a one or two & done thing.</p><p></p><p>It doesn't help that with dndbeyond not even supporting wotc's own optional rules it makes any new rules systems or bolt ons come off looking like some ikind of abomintion that sullies the purity of 5e's simplicity for simplicity at all costs purity no matter the rule</p><p></p><p>* I mostly skipped 4e</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8260914, member: 93670"] Looking back at my 5e campaigns, I almost always have one player who has or does also GM but those individuals tend to be more willing to engage in that kind of stuff than the only ever been a player types. The pure player types might ask for a +1/+2/what about a frostbrand but unlike in the past they lack any kind of gateway drug to start their imaginations tinkering around the edges like 4e's [URL='http://hastur.net/wiki/Weapon_properties_(4E)']brutal/defensive/high crit/etc[/URL]* or 3x's crit mod/crit range/asf/acp/slot affinities & meaningful damage types or whatever so they never really get into the mindset of trying to think about anything but ordering something directly out of [URL='https://www.dndbeyond.com/magic-items']the catalog[/URL] as is. The fact that the 5e system mechanics don't really leave any room for that kind of stuff beyond objective +N die size AC number of dice & if its magical or not along with yes/no is it magical doesn't help matters. "the way things are structured" was more in reference to the 5e mechanics themselves. I've tried forcing body slots with sheets like[URL='https://www.reddit.com/r/DnD/comments/3cy2xg/i_made_a_better_version_of_wizards_magic_item/'] this[/URL] to ease the limits but things then mostly come down to 5e's unsupported "optional" feats & magic items being overbudget the second players have one wolverine/deadpool/loons toons levels of durability & lack of any real hooks in the system or ways of inducing churn while leveling so they pretty much became a one or two & done thing. It doesn't help that with dndbeyond not even supporting wotc's own optional rules it makes any new rules systems or bolt ons come off looking like some ikind of abomintion that sullies the purity of 5e's simplicity for simplicity at all costs purity no matter the rule * I mostly skipped 4e [/QUOTE]
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