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What could 5E do to make wealth worthwhile?
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<blockquote data-quote="Distracted DM" data-source="post: 9594496" data-attributes="member: 6894926"><p>IME the moment you sell a magic item, that's going to be what the players are saving their money for. It's not every player, some of them will want strongholds for (mechanical benefits help) or even an A-Team themed war-wagon, but unless you literally say "magic items aren't for sale," they're always going to be keeping an eye out for them even if it's a 1/100 chance that there'll be something desirable for sale. </p><p></p><p>I've had players sell magic items for a pittance because it isn't exactly what they wanted, and that pittance will get them a tiny bit closer to the thing they <strong>do</strong> want. </p><p>I find that attunement doesn't help this situation either. I've switched wands back to consumables with limited charges and made them not attunement, that seems to have resulted in them not getting hocked for 50gp like they used to.</p></blockquote><p></p>
[QUOTE="Distracted DM, post: 9594496, member: 6894926"] IME the moment you sell a magic item, that's going to be what the players are saving their money for. It's not every player, some of them will want strongholds for (mechanical benefits help) or even an A-Team themed war-wagon, but unless you literally say "magic items aren't for sale," they're always going to be keeping an eye out for them even if it's a 1/100 chance that there'll be something desirable for sale. I've had players sell magic items for a pittance because it isn't exactly what they wanted, and that pittance will get them a tiny bit closer to the thing they [B]do[/B] want. I find that attunement doesn't help this situation either. I've switched wands back to consumables with limited charges and made them not attunement, that seems to have resulted in them not getting hocked for 50gp like they used to. [/QUOTE]
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What could 5E do to make wealth worthwhile?
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