Salthorae
Imperial Mountain Dew Taster
My memory says that legendary items are 500,000 gp. Do I misremember?
DMG pg. 135 says Legendary items are 50,001+ gp, Very Rare are 5,001 - 50,000 gp.
My memory says that legendary items are 500,000 gp. Do I misremember?
Not everybody is an optimizer, a powergamer or has the system mastery to catch if a folding boat is more game changing than a +1 sword of boringness. The point of giving players free reign over magic items is so they can have fun with them, not to promote powergaming.
I mean, it's no secret that the Big 6 magic items were a thing.
And herein lies the rub. Everyone is approaching this discussion with the 3.x and 4e concepts in mind. In 5e you don't NEED magic items to adventure. it's 95% what the character themselves can do, and not the gear they have purchased. 3.x and 4e required you to gear up to adventure. In 5e however, a party of 4x18th level characters can theoretically take on a CR 24 Ancient red dragon with plain swords and armor, and like 1 magic item a person. In 3.x if you didn't have +5 everything at that point vs. a dragon of CR24 you wouldn't stand a chance.
Thing is, in 5e, you don't NEED these items. That's the whole point of bounded accuracy, which, AFAIK, actually works. Your character doesn't need those bonuses just to keep up with the scaling monster stats because the monster stats DON'T SCALE. ((Well, other than HP anyway)).
[MENTION=2518]Derren[/MENTION] asks if buying a castle comes with a title. Isn't that up to me, the DM to decide? Do I really need the DMG to give me permission here? Sure, the extra information he asks for, historical castles and whatnot, would be nice, but, jeez, can't I just open up Wikipedia and get the exact same information? It's not 1979 anymore. The DMG is not my primary source of setting information. That's not "make it up", that's DMing 101.
That's why I don't believe in professional "adventurers" who do it as a job. I don't build my world to accomodate such people. In 5E DMG terms, you could say that I prefer epic fantasy to heroic fantasy: the PCs should have a reason better than loot to do what they do. I run a sandbox, but I still set up situations that the PCs ought to care about. The campaign started off with (almost) everybody in the kingdom's main army except the PCs getting killed in an avalanche/ambush, and everything else since then has been a consequence of the fact that right now, their kingdom has no army except for a few frail little PCs and whatever allies they can make. Right now while they are off treasure-hunting, a force of 4000 hobgoblins is advancing on the capital. If the PCs choose to take their gold and "retire", they will have to do so under hobgoblin overlords...
No matter the motivation the PCs will in most games be professional adventurers who fight monsters again and again and again. You are free to call them soldiers, mercenary, questors of the holy order of the white rose or any other fancy name, but they will regularily fight enemies human and nonhuman ones and their lives depend on winning those fights. So the most sensible thing for them to do is to get better fighting, no matter if their enemies scale or not.
If that is not possible, which is the case without magic item economy and the lack of an equipment progression in D&D, gold loses much of its value. Their lifestyle costs are not that high and there is no real reason to save money. That leaves luxury spending or otherwise "waste" (donate, throw it into wells,...) money.
1. A overview of types of strongholds, both historically inspired and fantastical, with advantages/disadvantages for them
2. Strongholds and the PCs. How does having a stronghold affect the PC. Does he gain a title and if yes what impact does that have? What does a PC gain from a stronghold, what are his responsibilities and how much can he delegate at what cost?
3. Using strongholds. Plot hooks involving strongholds, strongholds as points of interests, simple siege mechanics.
4. An overview of trade posts (yes, they too are listed as possible buy option for PCs) and trade in D&D in general
5. Making or losing money with trade and please more sensible rules than giving trade post the same earning potential as a farm
It's a secret to me! What are the Big 6?
You do not need magic items to engage high CR foes, but unless you run a "Combat as sports, no deaths without the player consent with only balanced encounters" kind of game increasing your chances of winning life threatening encounters above the minimum baseline is still the most prudent thing to do if you intend to continue adventuring. If that is barred what else is there to do with gold? Saving for retirement? As people want to continue playing the game the PC wont retire. Throw it out of the window with carousing or financing whole armies of faceless orphans with it? That gets old very fast. Buy big ticket items with hardly any acknowledgement or existence in the rules except for the price tag to simply do something with the gold?
As I said above, just because monsters don't scale all that much doesn't mean that the most logical thing is to not scale yourself either.
By your logic we could scrap the DMG and most of the other books and reduce the rules to "Roll a D20, high roll good, low roll bad, the rest is DMing 101. When it doubt look it up on Wikipedia" as rule books containing any form of advice is apparently only wasted space for something DMs should simply know. Just imagine how much space could have been saved if there would have only been a long list of magic item names without any rules attached to them, just like they did with strongholds.
If you google "Big 6 magic items" you'll find a number of threads on the subject. Here is one for you to look at: What are the Big 6?
OrWeapon
Armor
Cloak of Resistance
Stat-enhancing Item (Belt of Giant's Strength, Headband of Vast Int)
Ring of Protection
Amulet of Natural Armor
Item of Resistance (usually a cloak)
Primary State Booster (belt, headband, gloves, etc)
Primary Defense (armor or bracers)
Booster Book (this gives an innate stat bonus)
Ring of Protection
Amulet of Natural Armor
In our campaigns, no one PC has gotten more than 3 of those- usually armor, weapon & either a RoP or stat booster- resistance items have been rare, and I don't think we've seen an AoNA at all.