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What D&Disms have you never liked?
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<blockquote data-quote="Hussar" data-source="post: 5120076" data-attributes="member: 22779"><p>I was with you right up to here. "power gamist mechanic"? Not quite. It's a game choice that has very little to do with power gaming. It's more a case of allowing players more choice in the game rather than relying on the DM to parcel out magic items. </p><p></p><p>But, I do agree 100% on the in-game implications of fugible and easily creatable magic item. And it certainly isn't only a problem with magic items. Imagine a world where every cleric can "Purify Food and Drink" several times a day. Suddenly clean drinking water everywhere would have a HUGE impact on a setting.</p><p></p><p></p><p></p><p></p><p>Not quite. At least, not in 3e. The 3e rules say that any item under the GP limit of a community is available for purchase. </p><p></p><p>The "go on quests to make magic items" isn't part of the rules for 3e. And, by and large, the items which have the greatest impact on the setting aren't these hugely expensive items anyway.</p><p></p><p>Continual Light in 1e and 2e is free and castable by any 3rd level cleric. A town could have a steady source of very bright light sources within a year. I mentioned Purify Food and Drink - a 0 level spell in 3e - that would have an enormous impact on a D&D setting.</p><p></p><p>Never mind something like a Lyre of Building (13000 gp) which any decently powerful aristocrat could afford. Or a Decanter of Endless Water (9000 gp). Note, those are the sale prices, just building them is half that. </p><p></p><p>The list of low cost items and permanent effect spells is pretty long. And, rarely taken into account in published settings. Typically it's just handwaved away with a nod and a wink.</p><p></p><p>TBH, it doesn't really both me. My suspension of disbelief is healthy enough that I can get past this. But, I can totally see why some people would find this jarring.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5120076, member: 22779"] I was with you right up to here. "power gamist mechanic"? Not quite. It's a game choice that has very little to do with power gaming. It's more a case of allowing players more choice in the game rather than relying on the DM to parcel out magic items. But, I do agree 100% on the in-game implications of fugible and easily creatable magic item. And it certainly isn't only a problem with magic items. Imagine a world where every cleric can "Purify Food and Drink" several times a day. Suddenly clean drinking water everywhere would have a HUGE impact on a setting. Not quite. At least, not in 3e. The 3e rules say that any item under the GP limit of a community is available for purchase. The "go on quests to make magic items" isn't part of the rules for 3e. And, by and large, the items which have the greatest impact on the setting aren't these hugely expensive items anyway. Continual Light in 1e and 2e is free and castable by any 3rd level cleric. A town could have a steady source of very bright light sources within a year. I mentioned Purify Food and Drink - a 0 level spell in 3e - that would have an enormous impact on a D&D setting. Never mind something like a Lyre of Building (13000 gp) which any decently powerful aristocrat could afford. Or a Decanter of Endless Water (9000 gp). Note, those are the sale prices, just building them is half that. The list of low cost items and permanent effect spells is pretty long. And, rarely taken into account in published settings. Typically it's just handwaved away with a nod and a wink. TBH, it doesn't really both me. My suspension of disbelief is healthy enough that I can get past this. But, I can totally see why some people would find this jarring. [/QUOTE]
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