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What is the essence of D&D
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<blockquote data-quote="Nagol" data-source="post: 7811947" data-attributes="member: 23935"><p>Artefacts, crazy bits of extradimensional sections of dungeons, ancient huts with chicken legs that run around the forest, and magic items that potentially can be recreated, but are frankly easier to find (even if finding them requires extraordinary ability).</p><p></p><p>In older editions of D&D, the treasure tables combined with the item creation rules really brings home that much of the permanent items PCs can find were made long ago probably through processes that have been lost. And that's before you get into the artifact/relic craziness. </p><p></p><p>Reliance of found items accomplishes a bunch of things in general:</p><ol> <li data-xf-list-type="ol">it gives a great reason for everyone to keep adventuring and not just sit down and make some stuff for half a year</li> <li data-xf-list-type="ol">it allows the introduction of class-leveling through the skewing of found treasure (so non-magic users can gain environmental protections, divinatory, and transport abilities mainly)</li> <li data-xf-list-type="ol">It makes PC advancement more unique -- sure there are 3 8th level fighters, but only I have the Hammer of Thunderbolts!</li> <li data-xf-list-type="ol">It provides some uncertainty in encounter design and gives the players a goal for investigation -- IF we are taking on Dim, the notorious anti-palaladin then finding out that his armour makes him invulnerable to fire would be... helpful in our planning and disastrous to discover in the field.</li> </ol></blockquote><p></p>
[QUOTE="Nagol, post: 7811947, member: 23935"] Artefacts, crazy bits of extradimensional sections of dungeons, ancient huts with chicken legs that run around the forest, and magic items that potentially can be recreated, but are frankly easier to find (even if finding them requires extraordinary ability). In older editions of D&D, the treasure tables combined with the item creation rules really brings home that much of the permanent items PCs can find were made long ago probably through processes that have been lost. And that's before you get into the artifact/relic craziness. Reliance of found items accomplishes a bunch of things in general: [LIST=1] [*]it gives a great reason for everyone to keep adventuring and not just sit down and make some stuff for half a year [*]it allows the introduction of class-leveling through the skewing of found treasure (so non-magic users can gain environmental protections, divinatory, and transport abilities mainly) [*]It makes PC advancement more unique -- sure there are 3 8th level fighters, but only I have the Hammer of Thunderbolts! [*]It provides some uncertainty in encounter design and gives the players a goal for investigation -- IF we are taking on Dim, the notorious anti-palaladin then finding out that his armour makes him invulnerable to fire would be... helpful in our planning and disastrous to discover in the field. [/LIST] [/QUOTE]
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