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Uncommon items - actually common?
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<blockquote data-quote="Neonchameleon" data-source="post: 9499348" data-attributes="member: 87792"><p>Only in the 3.x era. In the AD&D era almost everyone was an 0th level character - which wasn't something that was PC facing. 2000-2007 is the aberration. And the NPC classes made a complete mockery of the meaning of "level".</p><p></p><p><strong>D&D Rules are not a physics engine, they are a User Interface.</strong> And the 2024 DMG is explicit on this. The game is one called Dungeons & Dragons, not Craftsmen & Farmers. The mechanics of the game focus strictly on adventurers and the exploits of adventurers. A game of Crofters & Craftsmen would have rules for agriculture and bartering that took as much space as D&D combat. But that's at best tangentally relevant to most characters rather than being a focus. And the world expert in portals is unlikely to have the same array of spell slots and the same hit dice as an adventuring wizard even if they can cast spells in their speciality that are beyond that wizard.</p><p></p><p>The rules aren't meant to make the whole world make sense. They are meant to make the underlying world that exists largely independently of the mechanics accessible to players of adventurers.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9499348, member: 87792"] Only in the 3.x era. In the AD&D era almost everyone was an 0th level character - which wasn't something that was PC facing. 2000-2007 is the aberration. And the NPC classes made a complete mockery of the meaning of "level". [B]D&D Rules are not a physics engine, they are a User Interface.[/B] And the 2024 DMG is explicit on this. The game is one called Dungeons & Dragons, not Craftsmen & Farmers. The mechanics of the game focus strictly on adventurers and the exploits of adventurers. A game of Crofters & Craftsmen would have rules for agriculture and bartering that took as much space as D&D combat. But that's at best tangentally relevant to most characters rather than being a focus. And the world expert in portals is unlikely to have the same array of spell slots and the same hit dice as an adventuring wizard even if they can cast spells in their speciality that are beyond that wizard. The rules aren't meant to make the whole world make sense. They are meant to make the underlying world that exists largely independently of the mechanics accessible to players of adventurers. [/QUOTE]
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