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*Dungeons & Dragons
Wandering "Monsters": Magic Items
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<blockquote data-quote="Uller" data-source="post: 6250420" data-attributes="member: 413"><p>Right. Interesting that you used the words "too much". To me, that's where the treasure per PC level guidelines were infinitely useful because it tells DMs what is too much or too little for a standard campaign. As a campaign progresses I periodically look at how much treasure the PCs have and if they are significantly off the guidelines I find ways to adjust ("you need to hire a ship and crew to get you to so-and-so-city, it's a particularly dangerous passage so it will cost you around 1000gp."...)</p><p></p><p>As other's mentioned, the new math will probably significantly reduce the between game magic item fire sales since there is no longer a need to continually upgrade items that are no longer useful...this is a good thing. But I still see no reason (for me, YMMV) for the seemingly arbitrary directive that magic items can only be acquired through adventuring...that seems to me to be just as (or more) artificial than Magic-Items-R-Us store in every town.</p><p></p><p>Here is a real world example...at least as real as what you get from the History Channel...A few months ago I watched a documentary about Ulfberht swords. Here is a wiki about them: <a href="http://en.wikipedia.org/wiki/Ulfberht" target="_blank">http://en.wikipedia.org/wiki/Ulfberht</a> It is my understanding that these swords were prized by Vikings for their armor piercing capabilities but the secrets of their production was likely known only to a few craftsmen (who may have actually been Frankish and not Nordic at all). They were so valuable in fact that fakes are commonly found in burial sites, indicating that these weapons were likely bought and sold in some sort of market for a very high price. They became status symbols as much as weapons. To me, that's pretty much the equivalent of adventuring PCs being able to spend some gold on a magic weapon....like you said, they probably shouldn't be allowed to buy/sell/trade to the point that it breaks the power curve. But that's the point of the guidelines, I think. As a DM, when I give out treasure I want my players to think "cool...this will be useful" </p><p></p><p>Edit: and if not, then they know they can probably sell it later on and use the cash for something they do find useful. What do I care? I'm the DM...They have fun, I have fun. If trading treasure makes things a little more fun for them and I have some guidelines to keep it reasonable (plus the power of DM fiat to say "No") then they change their character sheet and the game goes on without be worrying if the changes are going to throw the game off significantly.</p><p></p><p>Again...this might just be me I suppose.</p></blockquote><p></p>
[QUOTE="Uller, post: 6250420, member: 413"] Right. Interesting that you used the words "too much". To me, that's where the treasure per PC level guidelines were infinitely useful because it tells DMs what is too much or too little for a standard campaign. As a campaign progresses I periodically look at how much treasure the PCs have and if they are significantly off the guidelines I find ways to adjust ("you need to hire a ship and crew to get you to so-and-so-city, it's a particularly dangerous passage so it will cost you around 1000gp."...) As other's mentioned, the new math will probably significantly reduce the between game magic item fire sales since there is no longer a need to continually upgrade items that are no longer useful...this is a good thing. But I still see no reason (for me, YMMV) for the seemingly arbitrary directive that magic items can only be acquired through adventuring...that seems to me to be just as (or more) artificial than Magic-Items-R-Us store in every town. Here is a real world example...at least as real as what you get from the History Channel...A few months ago I watched a documentary about Ulfberht swords. Here is a wiki about them: [url]http://en.wikipedia.org/wiki/Ulfberht[/url] It is my understanding that these swords were prized by Vikings for their armor piercing capabilities but the secrets of their production was likely known only to a few craftsmen (who may have actually been Frankish and not Nordic at all). They were so valuable in fact that fakes are commonly found in burial sites, indicating that these weapons were likely bought and sold in some sort of market for a very high price. They became status symbols as much as weapons. To me, that's pretty much the equivalent of adventuring PCs being able to spend some gold on a magic weapon....like you said, they probably shouldn't be allowed to buy/sell/trade to the point that it breaks the power curve. But that's the point of the guidelines, I think. As a DM, when I give out treasure I want my players to think "cool...this will be useful" Edit: and if not, then they know they can probably sell it later on and use the cash for something they do find useful. What do I care? I'm the DM...They have fun, I have fun. If trading treasure makes things a little more fun for them and I have some guidelines to keep it reasonable (plus the power of DM fiat to say "No") then they change their character sheet and the game goes on without be worrying if the changes are going to throw the game off significantly. Again...this might just be me I suppose. [/QUOTE]
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