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What does Unearthed Arcana need?
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<blockquote data-quote="CapnZapp" data-source="post: 6944656" data-attributes="member: 12731"><p> <ul> <li data-xf-list-type="ul">An article that discusses the drawbacks on designing monsters with the assumption no or few magic items are available to the heroes. Openly confessing how campaigns can easily wreck the balance simply by using the treasure chapter as presented. </li> <li data-xf-list-type="ul">...admitting monsters are generally on the weak side, even compared to the game's own DMG guidelines, and confesses the design is always on the safe side, with monsters mostly having lost of hit points but moderate to weak attacks, so newbs aren't slaughtered inadvertently. And then offers suggestions such as "with experienced players, consider adding one damage die to tier III creatures and two to tier IV creatures. Also make sure any high-CR monster has either a ranged attack capacity or a way to teleport into melee, since otherwise it is too easy for experienced players to turn high-CR monsters into unintentional low-CR jokes" to tide us over until sharper tools become available.</li> <li data-xf-list-type="ul">A way to spend gold in campaigns that eschew downtime. In other words, a robust way to convert your gold into magic items. (And/or XP for those who like XP for gold campaigns)</li> <li data-xf-list-type="ul">A new magic item pricing and creation system that is based on usefulness - better items cost more. Acknowledging that basing prices on rarity is a hack and a cop out that doesn't work in a prolonged campaign.</li> <li data-xf-list-type="ul">Acknowledgement that it gets old and stale if even mightily high-level heroes can't buy anything better than Potions of Healing, even though they're friends with Archmages, Emperors and Demon Princes. In other words, we need price lists for scrolls and potions at tiers II & III (where prices are based on rational decisions - utility, not rarity) and low- to moderate permanent items at tiers III & IV. </li> </ul></blockquote><p></p>
[QUOTE="CapnZapp, post: 6944656, member: 12731"] [LIST] [*]An article that discusses the drawbacks on designing monsters with the assumption no or few magic items are available to the heroes. Openly confessing how campaigns can easily wreck the balance simply by using the treasure chapter as presented. [*]...admitting monsters are generally on the weak side, even compared to the game's own DMG guidelines, and confesses the design is always on the safe side, with monsters mostly having lost of hit points but moderate to weak attacks, so newbs aren't slaughtered inadvertently. And then offers suggestions such as "with experienced players, consider adding one damage die to tier III creatures and two to tier IV creatures. Also make sure any high-CR monster has either a ranged attack capacity or a way to teleport into melee, since otherwise it is too easy for experienced players to turn high-CR monsters into unintentional low-CR jokes" to tide us over until sharper tools become available. [*]A way to spend gold in campaigns that eschew downtime. In other words, a robust way to convert your gold into magic items. (And/or XP for those who like XP for gold campaigns) [*]A new magic item pricing and creation system that is based on usefulness - better items cost more. Acknowledging that basing prices on rarity is a hack and a cop out that doesn't work in a prolonged campaign. [*]Acknowledgement that it gets old and stale if even mightily high-level heroes can't buy anything better than Potions of Healing, even though they're friends with Archmages, Emperors and Demon Princes. In other words, we need price lists for scrolls and potions at tiers II & III (where prices are based on rational decisions - utility, not rarity) and low- to moderate permanent items at tiers III & IV. [/LIST] [/QUOTE]
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