D&D 5E What conceits are necessary for 5E world design?

In terms of needing to make or do something dangerous for magic items, does that mean that the math doesn't necessitate magic items for balance in 5th edition/Next?
 

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IMO Opinion a Setting should dictate the conceits a game has. For Homebrew of course these conceits can be somewhat fluid, but nothing turns me off a setting more than having to modify the setting to fit the rules. The setting should always dictate the rules and not the other way around.
 

The introduction of bounded accuracy does a huge deal for making magic items not necessary. The default assumptions of 5E also seem to be that there aren't magic shops and returns crafting magic items to being somewhat special; there are no rules in the public playtest for such, but the recent Q&A session mentioned them as being part of the downtime rules.

There do seem to be a few dials apparent already that can be adjusted by the DM to change the nature of the game. The particular time needed for a "short rest" and a "long rest" being two of them. Changing the amount of time needed for those rests really change the feel of the world.

Cheers!
 

I'm finding it much easier to just populate the game world/adventures I create with creatures that make sense in locations that make sense. I'm spending less time making sure that encounters are level appropriate. Sandbox type adventures where the PCs might stumble upon a creature that is 6 or 7 levels higher than them works much better than prior versions. PCs can fight, but it is a gamble.

Like others have said, the amount of foes PCs encounter is really much more dangerous than what level creatures they encounter (to a point). BA is awesome that way. I love that my players are more careful and skiddish when they encounter larger groups. Finally, they actually hide in the brush and let the rogue or ranger scout ahead and get information that may help them avoid the encounter or attack with advantage. They don't charge out expecting to beat down large numbers of foes (well...one PC in my group charges out, but last session he was swarmed by foes and nearly killed, so I think he is feeling more vulnerable now).

Not worrying about magic items is also great. I spend more time working on story elements rather than placing treasure and calculating appropriate encounters. Also, when magic items are found, they feel magical.

I've been able to run a wide variety of homebrew type adventures well - classic dungeon crawl, stealth type adventures, sprawling travel and exploration type adventures, adventures where PCs can take short rests more often, adventures where the PCs are chasing a bad guy so they don't want to rest, or adventures where bad things happen when the PCs try to rest in inappropriate areas.

I think the final rule set will be very flexible and enable DMs to work many styles and scenarios.
 

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