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What's the point of gold?
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<blockquote data-quote="Charlaquin" data-source="post: 7520232" data-attributes="member: 6779196"><p>Hypothetical scenario: a DM prepares a game that is not set up to handle a change of direction we’ll. If the players decide to do something he didn’t expect, he’s not going to be able to accommodate. If his players do not end up going off-script, is the game still a railroad? I would argue yes, this DM judt got lucky that his players didn’t notice. This is why I say a railroad is only a problem if the players want to go somewhere other than where it’s headed.</p><p></p><p></p><p>Sounds like a fun game, then. If you think I wouldn’t like a game where there is minimal dice rolling and combat isn’t the main focus, you haven’t understood me at all.</p><p></p><p></p><p>This presupposes that the majority of players don’t find it to be a problem, which we don’t have enough data to be able to take as a given. Even if we start from that assumption, how big is that majority? Evidently not that big, as this critique is extremely common, and keeps popping back up in conversation about 5e. DMs regularly ask for advice on how to get their players invested in the treasure. Finally, even if we accept the premise that it’s not a general issue (which I don’t, but for the sake of argument). Should the minority who does find it to be a problem not be allowed to discuss solutions to it on these forums, with other DMs who have experienced the same issue? Because that’s where we’re at right now. Someone expressed an issue they were experiencing with the default rules, and a bunch of folks want to tell them it’s not a real issue and shaming them for wanting mechanics in their game.</p><p></p><p></p><p>Great. Thanks for the input. I would still prefer 5e offer this kind of thing.</p><p></p><p></p><p>I have, and they are very much not the kind of thing I’m looking for. In fact, they’re quite the opposite. I want downtime activities to be simple and easy to resolve, and to have an explicit mechanical impact on uptime. The XGtE downtime rules make downtime activities more complex and involved, and still don’t have any real effect on the adventure. I was able to cannibalize the section on magic item rewards and purchasing/crafting magic items to cobble together some actual useful guidelines on magic item pricing, though that’s of minimal value to me since I don’t generally make magic items available for general purpose.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7520232, member: 6779196"] Hypothetical scenario: a DM prepares a game that is not set up to handle a change of direction we’ll. If the players decide to do something he didn’t expect, he’s not going to be able to accommodate. If his players do not end up going off-script, is the game still a railroad? I would argue yes, this DM judt got lucky that his players didn’t notice. This is why I say a railroad is only a problem if the players want to go somewhere other than where it’s headed. Sounds like a fun game, then. If you think I wouldn’t like a game where there is minimal dice rolling and combat isn’t the main focus, you haven’t understood me at all. This presupposes that the majority of players don’t find it to be a problem, which we don’t have enough data to be able to take as a given. Even if we start from that assumption, how big is that majority? Evidently not that big, as this critique is extremely common, and keeps popping back up in conversation about 5e. DMs regularly ask for advice on how to get their players invested in the treasure. Finally, even if we accept the premise that it’s not a general issue (which I don’t, but for the sake of argument). Should the minority who does find it to be a problem not be allowed to discuss solutions to it on these forums, with other DMs who have experienced the same issue? Because that’s where we’re at right now. Someone expressed an issue they were experiencing with the default rules, and a bunch of folks want to tell them it’s not a real issue and shaming them for wanting mechanics in their game. Great. Thanks for the input. I would still prefer 5e offer this kind of thing. I have, and they are very much not the kind of thing I’m looking for. In fact, they’re quite the opposite. I want downtime activities to be simple and easy to resolve, and to have an explicit mechanical impact on uptime. The XGtE downtime rules make downtime activities more complex and involved, and still don’t have any real effect on the adventure. I was able to cannibalize the section on magic item rewards and purchasing/crafting magic items to cobble together some actual useful guidelines on magic item pricing, though that’s of minimal value to me since I don’t generally make magic items available for general purpose. [/QUOTE]
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