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Uncommon items - actually common?
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9500817" data-attributes="member: 7040132"><p>I'm tired of worlds where everything is grimy and sad and does not actually reflect what a world would look like if Good and Evil were objectively, metaphysically real, with the many "Good" religions having access to divine magic and insights to advise and help people.</p><p></p><p>My home campaign is a world where the "Good" religions are actually, and measurably good, and the good pantheon of organized religions use their divine magic to systemically build and support civilized society. The faiths/religions/churches dedicated to light, community, justice, protection, joy, healing, and mercy do not send people into poverty to get help. They literally have divine magic to help people. They can create water, and food, and drink, and they even work with the local druids who help keep the breadbasket bountiful. Good people treat others with kindness and respect, even other faiths that are slightly different.</p><p></p><p>I say all that because if you are in a civilized settlement with a good church, people who get seriously injured are healed. It doesn't cost money. It merely costs free, daily renewable resources (spell slots or abilities). Spare the dying means you stop dying! You are healed to the point that you just need a night's rest! Being loved and supported is one of the reasons there are faithful who attend those churches. </p><p></p><p>Now in the PHB, a 50g potion is an item on the equipment list that costs less than a riding horse. Most people still won't have one. But it's primary purpose is to have healing when you're critically injured, or are away from civilization. I want the greater wilds and frontiers and untamed lands to be dangerous. Need to travel a long distance through dangerous terrain? That is when you want to have one. </p><p></p><p>That said, I like my campaign setting having a little anachronism.</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9500817, member: 7040132"] I'm tired of worlds where everything is grimy and sad and does not actually reflect what a world would look like if Good and Evil were objectively, metaphysically real, with the many "Good" religions having access to divine magic and insights to advise and help people. My home campaign is a world where the "Good" religions are actually, and measurably good, and the good pantheon of organized religions use their divine magic to systemically build and support civilized society. The faiths/religions/churches dedicated to light, community, justice, protection, joy, healing, and mercy do not send people into poverty to get help. They literally have divine magic to help people. They can create water, and food, and drink, and they even work with the local druids who help keep the breadbasket bountiful. Good people treat others with kindness and respect, even other faiths that are slightly different. I say all that because if you are in a civilized settlement with a good church, people who get seriously injured are healed. It doesn't cost money. It merely costs free, daily renewable resources (spell slots or abilities). Spare the dying means you stop dying! You are healed to the point that you just need a night's rest! Being loved and supported is one of the reasons there are faithful who attend those churches. Now in the PHB, a 50g potion is an item on the equipment list that costs less than a riding horse. Most people still won't have one. But it's primary purpose is to have healing when you're critically injured, or are away from civilization. I want the greater wilds and frontiers and untamed lands to be dangerous. Need to travel a long distance through dangerous terrain? That is when you want to have one. That said, I like my campaign setting having a little anachronism. [/QUOTE]
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