wedgeski
Adventurer
What's your take on the idea that "wonder" is a setting (or even playstyle) specific goal?I did not say it wasn't fun. I said it killed wonder.
What's your take on the idea that "wonder" is a setting (or even playstyle) specific goal?I did not say it wasn't fun. I said it killed wonder.
I mean, to me, this seems like it could be the best of both worlds.To keep the post brief, I think gold should be used as an exchange of intangible experiences in a game rather than mechanical benefits like trading it in for magic items or XP.
The reason is that when players realize they can expend gold for concrete buffs to their character, they will hoard and only spend their gold on those buffs. But if they don't have that option, and (key point) they are aware that they can expend gold on fun intangible experiences, they will expend it there, increasing immersion and engagement with the world, as well as being a more fun experience having and spending gold.
For instance, rather than spending gold on buying a magic sword, they could go on a vacation to a mystical land where they recieve incite on their own character's magical affinity. Or something to that effect.
The 2e AD&D DMG explicitly lists Training as an optional rule in Chapter 8. B/X has no rules at all for training, let alone training costs, and BECMI's "Training" refers to it's own Weapon Mastery system. Similarly OD&D had no training costs; the only limitation that I can recall was that you had to level up between adventures.In AD&D training costs weren't a house rule.
Nothing sucks the wonder out of fantasy like buying magic items.
All rules in all editions are optional. That doesn't change the fact that training costs were baked into AD&D as a use for gold and set high in order to motivate treasure hunting.There are training costs in the 1e AD&D DMG! However, in 1e AD&D everything was an optional rule.
Actually, gems are the preferred currency for buying magic items as they, in turn can be used for spell-casting or item creation.I have to side with OP on this one; you shouldn't be able to buy magic items with gold.
They should be priced in platinum instead.
My PCs, should they ever find a magic item shop, are welcome to spend money on magic items. But magic items are hard to keep if you don't have a safe place to put them... like a stronghold... with followers... and some well-greased noble palms... all of which also have a cost.
What about putting magic on a shelf and telling the players they can't touch it because then it wouldn't be special like it's their granny's ceramic unicorns?Nothing sucks the wonder out of fantasy like buying magic items.
Saying magic items can't be bought isn't the same as saying you can't have magic, or magic items.What about putting magic on a shelf and telling the players they can't touch it because then it wouldn't be special like it's their granny's ceramic unicorns?
It also harms verisimilitude to my mind, because there are plenty of concrete, useful things that gold absolutely should be able to buy.In my experience, if gold does not have a use in the game part of the game (mechanics) players very quickly stop caring about it. Which is fine if you are saving the world or reaching for other goals, but kills treasure hunting dead.
All rules in all editions are optional. That doesn't change the fact that training costs were baked into AD&D as a use for gold and set high in order to motivate treasure hunting.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.