Why do DMs have a rule regarding how much can be spent on one item?

Question

First Post
I dont understand the rule. It seems like it was made to prevent players from having an item that is too expensive, but natural selection already stops smart players from doing that.

If a level 11 fighter says he wants to blow 50k/66k on a +5 greatsword and run around in nothing more than masterwork plate, let him, hes going to die very fast with only AC 19 vs CR 11.
 

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Question said:
I dont understand the rule. It seems like it was made to prevent players from having an item that is too expensive, but natural selection already stops smart players from doing that.

If a level 11 fighter says he wants to blow 50k/66k on a +5 greatsword and run around in nothing more than masterwork plate, let him, hes going to die very fast with only AC 19 vs CR 11.
If the DM allows that and the PC is slain again.

1. Then the DM looks like he or she is "The Bad Guy" or is picking on that player.

2. The Other PCs get rich off that. there will be no "Farming" of PCs.

3. The PC is even further behind in XP having not earned any over 2 sesions. Possibly even behind in levels if the DM has wisly decided new characters start at the level the previous character would have been if raised.

4.n Those items represent what the character would have found or bought while adventuring. They would have never made it to 11th if they had nothing until they saved up for that sword.
 


4.n Those items represent what the character would have found or bought while adventuring. They would have never made it to 11th if they had nothing until they saved up for that sword.
 

frankthedm said:
4.n Those items represent what the character would have found or bought while adventuring. They would have never made it to 11th if they had nothing until they saved up for that sword.

Who's to say they weren't decked out in magic items at level 10, then at level 11 they sold them all to pay for the sword? That would explain how they survived to level 11.
 

RigaMortus2 said:
Who's to say they weren't decked out in magic items at level 10, then at level 11 they sold them all to pay for the sword? That would explain how they survived to level 11.
Only if you allow full resale value.
Question said:
So its like the saftey labels on a chainsaw?
Perhaps, but in the opposite way from what you think. It's not to keep the characters alive, it's to keep the game from being a joke. If you can justify how that 11th level (brand new) fighter managed to save up all his allotted money and spend it on one item, then go for it. I bet you can't because almost any reasoning requires assumption about the campaign, which is entirely in the DM's control.
 

Because most DMs prefer a normal and natural distribution of magic items.

Also to prevent super-powerful single magic items, that are most likely too powerful for the current level.

Bye
Thanee
 

Infiniti2000 said:
Only if you allow full resale value.

Not necessarily... Even with half resale, the PC should have the other half of the cash on him at about level 11. This is assuming you are following the "Wealth by character level" rules/guide lines in DMG (pg 135 IIRC).
 

RigaMortus2 said:
Not necessarily... Even with half resale, the PC should have the other half of the cash on him at about level 11.
Huh?

At level 11, you get 66K. If you allow reselling at half, you would only have 33K.
 

If you are reffering to during character creation, in my case, it is to represent tha fact that you did not just have 55,000 gp and spent it one item. Instead, after 11 levels of adventuring, you have acquired items here and there. Forcing a character to purchase several items just makes a more plausible character.
 

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