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<blockquote data-quote="delericho" data-source="post: 6250188" data-attributes="member: 22424"><p>Bear in mind that every edition is someone's first edition, and every DM has his own first campaign. So while guidelines may not be useful to you, they may well still be of huge value to other DMs.</p><p></p><p>Not to mention that adventure writers will need a guideline for how much treasure to include in the adventures they write, or we're going to end up with something hideously uneven. (And the article does note that the guidelines will be present for this use, too.)</p><p></p><p>Finally, the baseline math of the game will have to have been designed making <em>some</em> assumption as to how many items the PCs will have. It's far better that the DMG lays out those assumptions, so that the DM has a baseline to deviate from, rather than keep them hidden and just assume we'll magically 'get it'.</p><p></p><p>Where James Wyatt <em>does</em> go wrong, though, is in his statement that 1st and 2nd edition gave scant guidance as to the placement of treasure. He's right that <em>the text</em> says little on the matter, but what he neglects to note is that the game also assumed you were using the random treasure tables, and these <em>were</em> provided. So, all the guidelines you need are right there: use the tables.</p><p></p><p>(And, actually, 3e also provided tables, and it appears to have been playtested under the assumption that PCs would get their items by rolling on the tables - that very few PCs would buy or make items for themselves. This is one of the big flaws in 3e, because that assumption is plainly at odds with the reality of how a great many (most?) people actually played the game...)</p><p></p><p></p><p></p><p>I did wonder if you were going to include a link. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 6250188, member: 22424"] Bear in mind that every edition is someone's first edition, and every DM has his own first campaign. So while guidelines may not be useful to you, they may well still be of huge value to other DMs. Not to mention that adventure writers will need a guideline for how much treasure to include in the adventures they write, or we're going to end up with something hideously uneven. (And the article does note that the guidelines will be present for this use, too.) Finally, the baseline math of the game will have to have been designed making [i]some[/i] assumption as to how many items the PCs will have. It's far better that the DMG lays out those assumptions, so that the DM has a baseline to deviate from, rather than keep them hidden and just assume we'll magically 'get it'. Where James Wyatt [i]does[/i] go wrong, though, is in his statement that 1st and 2nd edition gave scant guidance as to the placement of treasure. He's right that [i]the text[/i] says little on the matter, but what he neglects to note is that the game also assumed you were using the random treasure tables, and these [i]were[/i] provided. So, all the guidelines you need are right there: use the tables. (And, actually, 3e also provided tables, and it appears to have been playtested under the assumption that PCs would get their items by rolling on the tables - that very few PCs would buy or make items for themselves. This is one of the big flaws in 3e, because that assumption is plainly at odds with the reality of how a great many (most?) people actually played the game...) I did wonder if you were going to include a link. :) [/QUOTE]
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