my DM adores the attunement system. We can be rich AF, he can offer us an array of magic items through a variety of merchants and the internal limitation of attunement takes care of the rest. He doesn’t have to seed treasure we find with specific items, he doesn’t have to ensure he’s including magic items for each character at a fair rate and, no matter how many magic items we decide to buy, we can’t ever use all of them at once
Sorry, there is a massive, massive difference between "you walk into the magic shop -- here's what they have available" and "we give the DM a shopping list of magic items we want", and that difference has nothing at all to do with attunement
There really isn’t. The DM generates a list of treasure, says here’s what’s available and we compare it to the list of things we’d like to have or the DM generates a list of treasure, compares it to the list of things we’d like to have and says which of them is available. Six of one and half a dozen of the other.
my DM adores the attunement system. We can be rich AF, he can offer us an array of magic items through a variety of merchants and the internal limitation of attunement takes care of the rest. He doesn’t have to seed treasure we find with specific items, he doesn’t have to ensure he’s including magic items for each character at a fair rate and, no matter how many magic items we decide to buy, we can’t ever use all of them at once
Sorry, there is a massive, massive difference between "you walk into the magic shop -- here's what they have available" and "we give the DM a shopping list of magic items we want", and that difference has nothing at all to do with attunement
The two situations are distinct, but related to the point of attunement limiting magic item interactions. Some tables do prefer to take care of the big post-adventure shopping behind the black rather than rolling for magic items, particularly in a fairly high magic setting. And, again, the fact that a player can only utilize so many items at a time helps a DM not have to worry so much about a player putting together some big broken combo of items, particularly if they’re giving the party some latitude to put requests in rather than manually creating or rolling for the available list.
my DM adores the attunement system. We can be rich AF, he can offer us an array of magic items through a variety of merchants and the internal limitation of attunement takes care of the rest. He doesn’t have to seed treasure we find with specific items, he doesn’t have to ensure he’s including magic items for each character at a fair rate and, no matter how many magic items we decide to buy, we can’t ever use all of them at once
Sorry, there is a massive, massive difference between "you walk into the magic shop -- here's what they have available" and "we give the DM a shopping list of magic items we want", and that difference has nothing at all to do with attunement
There really isn’t. The DM generates a list of treasure, says here’s what’s available and we compare it to the list of things we’d like to have
Why? Why do you even have a list in the first place?
What about an item that isn't on "the list of things you'd like to have"? Do you just leave it behind in the treasure hoard, since it apparently has no value to you? What about something homebrewed you couldn't have known even existed in advance? Or something just plain weird or kooky that doesn't seem immediately useful, but which you might be able to get creative with?
This looks an awful lot like the difference between role-playing a character and theory-crafting a build to me. If you have fun doing the latter, more power to you, but it's a completely alien way to approaching the game to me
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Just let them buy everything on the list and do away with attunement
There are roughly 2644 items in the push cart that they can buy. And the should get 125% value of what the sell so they can buy more.
Let them have fun. Golly willowers
Why not indeed? The wonderful thing about attunement is that, even if we owned 2644 items each, we’d only ever be able to use three of the most powerful at any one time, unlike in any other edition of D&D I’ve played (back to BECMI but not including 4th).
I don’t know exactly what your problem is because all you have added to the discussion are snide potshots but, if you don’t like the tool, don’t use it. There’s no reason to disparage those who like it and use it.
my DM adores the attunement system. We can be rich AF, he can offer us an array of magic items through a variety of merchants and the internal limitation of attunement takes care of the rest. He doesn’t have to seed treasure we find with specific items, he doesn’t have to ensure he’s including magic items for each character at a fair rate and, no matter how many magic items we decide to buy, we can’t ever use all of them at once
Sorry, there is a massive, massive difference between "you walk into the magic shop -- here's what they have available" and "we give the DM a shopping list of magic items we want", and that difference has nothing at all to do with attunement
The two situations are distinct, but related to the point of attunement limiting magic item interactions. Some tables do prefer to take care of the big post-adventure shopping behind the black rather than rolling for magic items, particularly in a fairly high magic setting. And, again, the fact that a player can only utilize so many items at a time helps a DM not have to worry so much about a player putting together some big broken combo of items, particularly if they’re giving the party some latitude to put requests in rather than manually creating or rolling for the available list.
my DM adores the attunement system. We can be rich AF, he can offer us an array of magic items through a variety of merchants and the internal limitation of attunement takes care of the rest. He doesn’t have to seed treasure we find with specific items, he doesn’t have to ensure he’s including magic items for each character at a fair rate and, no matter how many magic items we decide to buy, we can’t ever use all of them at once
Sorry, there is a massive, massive difference between "you walk into the magic shop -- here's what they have available" and "we give the DM a shopping list of magic items we want", and that difference has nothing at all to do with attunement
The two situations are distinct, but related to the point of attunement limiting magic item interactions. Some tables do prefer to take care of the big post-adventure shopping behind the black rather than rolling for magic items, particularly in a fairly high magic setting. And, again, the fact that a player can only utilize so many items at a time helps a DM not have to worry so much about a player putting together some big broken combo of items, particularly if they’re giving the party some latitude to put requests in rather than manually creating or rolling for the available list.
Yeah, sure, if you're at a table where the DM just lets the party have whatever magic items they want, attunement's a great, even necessary, balancing mechanism
I'm asking what the appeal of that sort of table is. Because I don't see it, from either the player or DM side
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
my DM adores the attunement system. We can be rich AF, he can offer us an array of magic items through a variety of merchants and the internal limitation of attunement takes care of the rest. He doesn’t have to seed treasure we find with specific items, he doesn’t have to ensure he’s including magic items for each character at a fair rate and, no matter how many magic items we decide to buy, we can’t ever use all of them at once
Sorry, there is a massive, massive difference between "you walk into the magic shop -- here's what they have available" and "we give the DM a shopping list of magic items we want", and that difference has nothing at all to do with attunement
There really isn’t. The DM generates a list of treasure, says here’s what’s available and we compare it to the list of things we’d like to have
Why? Why do you even have a list in the first place?
What about an item that isn't on "the list of things you'd like to have"? Do you just leave it behind in the treasure hoard, since it apparently has no value to you? What about something homebrewed you couldn't have known even existed in advance? Or something just plain weird or kooky that doesn't seem immediately useful, but which you might be able to get creative with?
This looks an awful lot like the difference between role-playing a character and theory-crafting a build to me. If you have fun doing the latter, more power to you, but it's a completely alien way to approaching the game to me
Are you seriously trying to claim that you play characters who have no preference for equipment? Like if you were a fighter with PAM, you’d be fine with never getting a magic polearm of some type through 20 levels? At no point in time would you indicate to the DM in some way that a magic polearm would be super cool since you invested a feat and all? You’re telling me you’ve never sought out adamantine or mithril armour? Respectfully, GTFOH with that. OTOH, if that is the case, massive kudos to you. I suspect though, that you’ll find way more people who want certain gear than those who just happily take whatever comes along, PAM be damned.
As to your questions: we keep a collection of weird and kooky things in party treasure that sometimes turn out to be useful—like a dust of disappearance that no one ever asked for but came in handy the time we had to sneak a group of 30 odd dwarves out of a mine. If anything sits for a really long time, we might trade it for something someone does want, generally at a 2 or 3 to 1 cost, as in we trade 2 or 3 items we don’t want for a single one we do. Or we might just sell the stuff—we get 50% list price. There are no home brewed items in the game.
my DM adores the attunement system. We can be rich AF, he can offer us an array of magic items through a variety of merchants and the internal limitation of attunement takes care of the rest. He doesn’t have to seed treasure we find with specific items, he doesn’t have to ensure he’s including magic items for each character at a fair rate and, no matter how many magic items we decide to buy, we can’t ever use all of them at once
Sorry, there is a massive, massive difference between "you walk into the magic shop -- here's what they have available" and "we give the DM a shopping list of magic items we want", and that difference has nothing at all to do with attunement
There really isn’t. The DM generates a list of treasure, says here’s what’s available and we compare it to the list of things we’d like to have
Why? Why do you even have a list in the first place?
What about an item that isn't on "the list of things you'd like to have"? Do you just leave it behind in the treasure hoard, since it apparently has no value to you? What about something homebrewed you couldn't have known even existed in advance? Or something just plain weird or kooky that doesn't seem immediately useful, but which you might be able to get creative with?
This looks an awful lot like the difference between role-playing a character and theory-crafting a build to me. If you have fun doing the latter, more power to you, but it's a completely alien way to approaching the game to me
Are you seriously trying to claim that you play characters who have no preference for equipment? Like if you were a fighter with PAM, you’d be fine with never getting a magic polearm of some type through 20 levels? At no point in time would you indicate to the DM in some way that a magic polearm would be super cool since you invested a feat and all? You’re telling me you’ve never sought out adamantine or mithril armour? Respectfully, GTFOH with that. OTOH, if that is the case, massive kudos to you. I suspect though, that you’ll find way more people who want certain gear than those who just happily take whatever comes along, PAM be damned.
As to your questions: we keep a collection of weird and kooky things in party treasure that sometimes turn out to be useful—like a dust of disappearance that no one ever asked for but came in handy the time we had to sneak a group of 30 odd dwarves out of a mine. If anything sits for a really long time, we might trade it for something someone does want, generally at a 2 or 3 to 1 cost, as in we trade 2 or 3 items we don’t want for a single one we do. Or we might just sell the stuff—we get 50% list price. There are no home brewed items in the game.
Again, there is a big difference between "gosh, DM, out of game, I'd like my character to get some kind of magic polearm at some point" and "here's exactly what I want, when I want it"
I don't know how you don't see that
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
my DM adores the attunement system. We can be rich AF, he can offer us an array of magic items through a variety of merchants and the internal limitation of attunement takes care of the rest. He doesn’t have to seed treasure we find with specific items, he doesn’t have to ensure he’s including magic items for each character at a fair rate and, no matter how many magic items we decide to buy, we can’t ever use all of them at once
Sorry, there is a massive, massive difference between "you walk into the magic shop -- here's what they have available" and "we give the DM a shopping list of magic items we want", and that difference has nothing at all to do with attunement
There really isn’t. The DM generates a list of treasure, says here’s what’s available and we compare it to the list of things we’d like to have
Why? Why do you even have a list in the first place?
What about an item that isn't on "the list of things you'd like to have"? Do you just leave it behind in the treasure hoard, since it apparently has no value to you? What about something homebrewed you couldn't have known even existed in advance? Or something just plain weird or kooky that doesn't seem immediately useful, but which you might be able to get creative with?
This looks an awful lot like the difference between role-playing a character and theory-crafting a build to me. If you have fun doing the latter, more power to you, but it's a completely alien way to approaching the game to me
Are you seriously trying to claim that you play characters who have no preference for equipment? Like if you were a fighter with PAM, you’d be fine with never getting a magic polearm of some type through 20 levels? At no point in time would you indicate to the DM in some way that a magic polearm would be super cool since you invested a feat and all? You’re telling me you’ve never sought out adamantine or mithril armour? Respectfully, GTFOH with that. OTOH, if that is the case, massive kudos to you. I suspect though, that you’ll find way more people who want certain gear than those who just happily take whatever comes along, PAM be damned.
As to your questions: we keep a collection of weird and kooky things in party treasure that sometimes turn out to be useful—like a dust of disappearance that no one ever asked for but came in handy the time we had to sneak a group of 30 odd dwarves out of a mine. If anything sits for a really long time, we might trade it for something someone does want, generally at a 2 or 3 to 1 cost, as in we trade 2 or 3 items we don’t want for a single one we do. Or we might just sell the stuff—we get 50% list price. There are no home brewed items in the game.
Again, there is a big difference between "gosh, DM, out of game, I'd like my character to get some kind of magic polearm at some point" and "here's exactly what I want, when I want it"
I don't know how you don't see that
What’s the difference between saying to the DM out of character “Gosh I’d like a magic polearm” so the next vendor you stand in front of has one available and standing in front of the vendor, saying in character “Gosh I’d like a magic polearm” and there is one available??
bobberuchi is arguing against magic vendors at all; that at least makes sense in this conversation. I simply do not understand your issue here. You endorse the idea of magic vendors but we are somehow doing it wrong because we know what we want to buy?? What the what…
I literally just finished writing two cultures that recently began a trade in flying carpets to compete with the Skyships of a different nation, and one of those cultures upsets the Skyship one because they actually have an entire industry built around magic item creation (using the example of a Candle Wand -- which, um, lights candles) and developing clockwork technology.
So it is very much a given that there are magical items available for sale in my world. to anyone. and, like the rules, not all of them require attunement.
That said, one cannot just walk into a shop in Lyonesse and say "i wanna buy an Eldritch Staff!". Though you could probably get an Akashic Grand Master Wizard to make one for you, but they are gonna want something in exchange for it.
But i have heard a rumor that there is this really huge building that is filled with pretty much anything one could want...
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Different old player with a different 5th Ed system gripe: Spell levels that do not correlate 1-1 to character levels is dumb, was dumb for much of D&D's lifetime, was briefly solved during the 4th Ed era, and was brought back to the dumb-ages with 5th Ed when designers caved to pressure from people who didn't like having it be easy to explain the game to people.
For those confused, there are about 20 effective character levels and only 9 spell levels. This means that spell levels do not match up with character progression. If you want to cast a 3rd level spell, you have to be a 5th level caster instead of a 3rd level caster who casts....3rd level magic.
"But Mongoose," you say, " Fireball is a 3rd level spell and 3rd level characters shouldn't have access to that kind of power, reserved for 5th level casters!"
Of course not. In a system where spell and caster level is 1-1, Fireball would just be a 5h level spell. Other spells might move around as well. There may not be spells for half castes at all, or, if there are, then they would have their own spell lists with their own spell options. Casters might become less same-y, instead of all begging from the same two or three lists.
Either way, when a player asks me what spells their 11th level Wizard should look for, I should be able to say "the 11th level ones. You're 11th level."
I’m not saying you’ll necessarily get everything on the list, but if the DM doesn’t want to manually put together a list ahead of time, they can have you submit a list of items you’re looking for and come back with what is available and at what price. And, once more, attunement is helpful when they review the list since it drastically lowers the ways items can be combo’d, so they can just assess the items themselves rather than all possible interactions.
Different old player with a different 5th Ed system gripe: Spell levels that do not correlate 1-1 to character levels is dumb, was dumb for much of D&D's lifetime, was briefly solved during the 4th Ed era, and was brought back to the dumb-ages with 5th Ed when designers caved to pressure from people who didn't like having it be easy to explain the game to people.
For those confused, there are about 20 effective character levels and only 9 spell levels. This means that spell levels do not match up with character progression. If you want to cast a 3rd level spell, you have to be a 5th level caster instead of a 3rd level caster who casts....3rd level magic.
"But Mongoose," you say, " Fireball is a 3rd level spell and 3rd level characters shouldn't have access to that kind of power, reserved for 5th level casters!"
Of course not. In a system where spell and caster level is 1-1, Fireball would just be a 5h level spell. Other spells might move around as well. There may not be spells for half castes at all, or, if there are, then they would have their own spell lists with their own spell options. Casters might become less same-y, instead of all begging from the same two or three lists.
Either way, when a player asks me what spells their 11th level Wizard should look for, I should be able to say "the 11th level ones. You're 11th level."
I mean, there’s nothing inherently wrong with the concept, but you’ve now given them more than twice as many tiers to fill out, and that system doesn’t really accommodate half or third casters unless you want them to write up whole new spell lists for them.
Different old player with a different 5th Ed system gripe: Spell levels that do not correlate 1-1 to character levels is dumb, was dumb for much of D&D's lifetime, was briefly solved during the 4th Ed era, and was brought back to the dumb-ages with 5th Ed when designers caved to pressure from people who didn't like having it be easy to explain the game to people.
For those confused, there are about 20 effective character levels and only 9 spell levels. This means that spell levels do not match up with character progression. If you want to cast a 3rd level spell, you have to be a 5th level caster instead of a 3rd level caster who casts....3rd level magic.
"But Mongoose," you say, " Fireball is a 3rd level spell and 3rd level characters shouldn't have access to that kind of power, reserved for 5th level casters!"
Of course not. In a system where spell and caster level is 1-1, Fireball would just be a 5h level spell. Other spells might move around as well. There may not be spells for half castes at all, or, if there are, then they would have their own spell lists with their own spell options. Casters might become less same-y, instead of all begging from the same two or three lists.
Either way, when a player asks me what spells their 11th level Wizard should look for, I should be able to say "the 11th level ones. You're 11th level."
I mean, there’s nothing inherently wrong with the concept, but you’ve now given them more than twice as many tiers to fill out, and that system doesn’t really accommodate half or third casters unless you want them to write up whole new spell lists for them.
I want to say that WotC did that once, and it was awesome, but I'm in the minority of people who admit playing and liking 4th Ed.
EDIT: Also maybe D&D doesn't need to be more than a 10 -level game. Most groups don't have the stamina to reach much higher normally anyway.
What’s the difference between saying to the DM out of character “Gosh I’d like a magic polearm” so the next vendor you stand in front of has one available and standing in front of the vendor, saying in character “Gosh I’d like a magic polearm” and there is one available??
If you only view magic items as mechanical bonuses, then sure, it doesn't matter how you get them. Or even if you get them. Just have your DM give you extra feats and boons that grant you bonuses instead. Cut out the middle man
And I never said you were "doing it wrong". I said I didn't understand the appeal of doing it the way you do it, either from a player or a DM perspective. I still don't, and you haven't bothered trying to give an explanation
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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There really isn’t. The DM generates a list of treasure, says here’s what’s available and we compare it to the list of things we’d like to have or the DM generates a list of treasure, compares it to the list of things we’d like to have and says which of them is available. Six of one and half a dozen of the other.
The two situations are distinct, but related to the point of attunement limiting magic item interactions. Some tables do prefer to take care of the big post-adventure shopping behind the black rather than rolling for magic items, particularly in a fairly high magic setting. And, again, the fact that a player can only utilize so many items at a time helps a DM not have to worry so much about a player putting together some big broken combo of items, particularly if they’re giving the party some latitude to put requests in rather than manually creating or rolling for the available list.
Why? Why do you even have a list in the first place?
What about an item that isn't on "the list of things you'd like to have"? Do you just leave it behind in the treasure hoard, since it apparently has no value to you? What about something homebrewed you couldn't have known even existed in advance? Or something just plain weird or kooky that doesn't seem immediately useful, but which you might be able to get creative with?
This looks an awful lot like the difference between role-playing a character and theory-crafting a build to me. If you have fun doing the latter, more power to you, but it's a completely alien way to approaching the game to me
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Why not indeed? The wonderful thing about attunement is that, even if we owned 2644 items each, we’d only ever be able to use three of the most powerful at any one time, unlike in any other edition of D&D I’ve played (back to BECMI but not including 4th).
I don’t know exactly what your problem is because all you have added to the discussion are snide potshots but, if you don’t like the tool, don’t use it. There’s no reason to disparage those who like it and use it.
Yeah, sure, if you're at a table where the DM just lets the party have whatever magic items they want, attunement's a great, even necessary, balancing mechanism
I'm asking what the appeal of that sort of table is. Because I don't see it, from either the player or DM side
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Are you seriously trying to claim that you play characters who have no preference for equipment? Like if you were a fighter with PAM, you’d be fine with never getting a magic polearm of some type through 20 levels? At no point in time would you indicate to the DM in some way that a magic polearm would be super cool since you invested a feat and all? You’re telling me you’ve never sought out adamantine or mithril armour? Respectfully, GTFOH with that. OTOH, if that is the case, massive kudos to you. I suspect though, that you’ll find way more people who want certain gear than those who just happily take whatever comes along, PAM be damned.
As to your questions: we keep a collection of weird and kooky things in party treasure that sometimes turn out to be useful—like a dust of disappearance that no one ever asked for but came in handy the time we had to sneak a group of 30 odd dwarves out of a mine. If anything sits for a really long time, we might trade it for something someone does want, generally at a 2 or 3 to 1 cost, as in we trade 2 or 3 items we don’t want for a single one we do. Or we might just sell the stuff—we get 50% list price. There are no home brewed items in the game.
Again, there is a big difference between "gosh, DM, out of game, I'd like my character to get some kind of magic polearm at some point" and "here's exactly what I want, when I want it"
I don't know how you don't see that
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
What’s the difference between saying to the DM out of character “Gosh I’d like a magic polearm” so the next vendor you stand in front of has one available and standing in front of the vendor, saying in character “Gosh I’d like a magic polearm” and there is one available??
bobberuchi is arguing against magic vendors at all; that at least makes sense in this conversation. I simply do not understand your issue here. You endorse the idea of magic vendors but we are somehow doing it wrong because we know what we want to buy?? What the what…
I literally just finished writing two cultures that recently began a trade in flying carpets to compete with the Skyships of a different nation, and one of those cultures upsets the Skyship one because they actually have an entire industry built around magic item creation (using the example of a Candle Wand -- which, um, lights candles) and developing clockwork technology.
So it is very much a given that there are magical items available for sale in my world. to anyone. and, like the rules, not all of them require attunement.
That said, one cannot just walk into a shop in Lyonesse and say "i wanna buy an Eldritch Staff!". Though you could probably get an Akashic Grand Master Wizard to make one for you, but they are gonna want something in exchange for it.
But i have heard a rumor that there is this really huge building that is filled with pretty much anything one could want...
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Different old player with a different 5th Ed system gripe: Spell levels that do not correlate 1-1 to character levels is dumb, was dumb for much of D&D's lifetime, was briefly solved during the 4th Ed era, and was brought back to the dumb-ages with 5th Ed when designers caved to pressure from people who didn't like having it be easy to explain the game to people.
For those confused, there are about 20 effective character levels and only 9 spell levels. This means that spell levels do not match up with character progression. If you want to cast a 3rd level spell, you have to be a 5th level caster instead of a 3rd level caster who casts....3rd level magic.
"But Mongoose," you say, " Fireball is a 3rd level spell and 3rd level characters shouldn't have access to that kind of power, reserved for 5th level casters!"
Of course not. In a system where spell and caster level is 1-1, Fireball would just be a 5h level spell. Other spells might move around as well. There may not be spells for half castes at all, or, if there are, then they would have their own spell lists with their own spell options. Casters might become less same-y, instead of all begging from the same two or three lists.
Either way, when a player asks me what spells their 11th level Wizard should look for, I should be able to say "the 11th level ones. You're 11th level."
I’m not saying you’ll necessarily get everything on the list, but if the DM doesn’t want to manually put together a list ahead of time, they can have you submit a list of items you’re looking for and come back with what is available and at what price. And, once more, attunement is helpful when they review the list since it drastically lowers the ways items can be combo’d, so they can just assess the items themselves rather than all possible interactions.
I mean, there’s nothing inherently wrong with the concept, but you’ve now given them more than twice as many tiers to fill out, and that system doesn’t really accommodate half or third casters unless you want them to write up whole new spell lists for them.
I want to say that WotC did that once, and it was awesome, but I'm in the minority of people who admit playing and liking 4th Ed.
EDIT: Also maybe D&D doesn't need to be more than a 10 -level game. Most groups don't have the stamina to reach much higher normally anyway.
If you only view magic items as mechanical bonuses, then sure, it doesn't matter how you get them. Or even if you get them. Just have your DM give you extra feats and boons that grant you bonuses instead. Cut out the middle man
And I never said you were "doing it wrong". I said I didn't understand the appeal of doing it the way you do it, either from a player or a DM perspective. I still don't, and you haven't bothered trying to give an explanation
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)