I do not like a little of just about everything in 5e. But I can play inside the new rules no problem. The same thing with every game I play.
I am not so much a fan of the amount of classes and subclasses. Just too many and not really separate and defined for most of them. I would change a lot of the spells. Move a few around level wise, change a few for effect and power, and drop concentration on almost all that do not have a changing spell effect during its duration. Like Web. Once cast it never changes.
Not a fan of ASI's and feats. I view your stats as something your born with and thus not changeable. Except by the gods or extreme high magic.
I am not a fan of that 20th level limit. I am more of the idea that after a certain level you gain nothing more than hit points. I also like the idea of aging characters. This could be the only way your stats change during a lifetime. This also fits with my idea of training time for level advancement. All done during down time. There shouldn't be a 15th level 18 year old.
Dang, lol. That's like a list of things I have thought since 1e, lol.
I threw ASI's out on the first day, because I recognized the underlying thinking -- and I was a younger teenager, so I don't know how folks can have a problem with it 40 years later. I do have perks to ASI's for what are called Backgrounds now in some cases (not all), and I adored the old proficiency system.
Do not like 1600 subclasses that are mostly an attempt at making a perfect character, not a perfect member of a class. I will say that it made it a lot easier to combine stuff for creating my own classes and will give my game some breathing room down the road as I fashioned rules for it. There has to be something unique about each class, special to it and it alone that no one else can have.
Being able to re-do the magic system has given me a lot of opportunity to really dig into the spells, and I am doing exactly that -- moving stuff around, changing little things. My casters get improved cantrips and more of them, but there are fewer high-level spells and those are supposed to be able to rock the world.
I am debating about the 20th level limit. In creating the new campaign, I did the top three ones first, and with adventure hooks elsewhere, they might be able to continue with those characters into the Great Beyond. I know that while someone learns forever, there is an "upper bound", and I think the experience of perhaps adding a few spells and gaining hit points is fine -- and will probably end up with a cap of 24 for "people" and 30 for "Powers".
The 18-year-old 15th level is something we worked on as a group -- and why we put out "mastery points" and set up rituals. But I do enjoy our "montage" sessions, lol. Those are downtime periods where they all get montages of what they do. Only time I really need the calendar...
Rollback Post to RevisionRollBack
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
I hear you Dorsay! Coming up thru the editions there are things I liked and didn’t like in each. I long for a better range of weapons as earlier editions generally had but I can make do with the list we have. I agree that each class should have something that makes it unique and special and that no other class(+subclass) duplicates. I have homebrewed epic classes into my version of 5e as I have a group of beloved PCs that reached into epic levels before 5e. Really at tier 4 and beyond you are battling with other epic characters/ CR25+ monsters and minions or starting to mess with the gods and can/should be able to handle (easily) most other encounters. I don’t mind concentration spells and attunement but would like a feat to gain additional attunement slots. I don’t like ASIs - yes I’m old school - your stats should be pretty much set in stone. But I can and do play by the rules as given. I am happier with 1d&d’s feats with a single stat boost- it’s a solid middle ground between the two that I can accept and work with. I developed with rogues being skill monkeys not martials and still think of them that way even if they are now built to be more martial. In that sense a sort of like the 1D&D grouping of expert classes (though I want a better ranger). I would like more real world building rather than essentially static worlds that adventures are dropped into but I realize that is, to a large extent, my job as DM. It would be nice to have some better tools to do that with in terms of things like economics, crafting and creating magic items. Some of that was better handled in older editions and could serve as starting point for replacing the 5e sections with better stuff for 5.5/6e.
I guess we are aware that D&D does not try to faithfully capture reality, right?
Wait, wait wait...
WHAT?!?!
Well crap. Now I have to reset my entire worldview.
Does this mean that I am not secretly a dragon that has lost her hoard due to a curse?
Dang Nabbit!!!
Rollback Post to RevisionRollBack
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
But, seriously, powering up a character via increasing core attributes is a gaming staple across media, and growing more capable with experience is a reasonable mechanic that doesn’t need to be vivisected for implications.
I guess we are aware that D&D does not try to faithfully capture reality, right?
Wait, wait wait...
WHAT?!?!
Well crap. Now I have to reset my entire worldview.
Does this mean that I am not secretly a dragon that has lost her hoard due to a curse?
Dang Nabbit!!!
Mondays, am I right?
IKR!
Rollback Post to RevisionRollBack
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
I guess we are aware that D&D does not try to faithfully capture reality, right?
Well, given that there are many species in game that simply do not and frankly cannot exist in reality, plus the existence of functional magic, it is safe to say, yes, it is known it does not faithfully capture reality.
However that does not explain your objection to ASI's.
I have not expressed any objection to the ASIs. But I find it curious that there are people who try to defend something that is for pure taste or preference, based on how it works in reality. Don't you like ASIs? It's cool. You don't need to justify it by saying that people do or don't get stronger because I'm not sure all the characters a player can play can be categorized as "people" to begin with. Furthermore, ASIs do not exist to reflect any reality. They exist simply because part of the fun of D&D comes from character progression. It is a gamist design decision, not a simulationist one (using terms from GNS theory). Obviously that character progress could happen without ASIs, I'm not saying otherwise. But WoTC made that design decision for 5e, and they didn't do it with reality in mind. In fact, as a player, although it is not optimal in most cases, you can choose to change all your ASIs for feats. And you would be progressing anyway. The game allows you to do that. And as DM you could encourage your players to do that, and make up for that lack of stat increases with magic items that boost abilities.
You can make the objects yourself without breaking anything. Or use the objects that are already designed that instead of raising a characteristic improve the dice roll (weapon +1 or +2, staff +x to your spell attack, etc...). But really it was just a suggestion in case someone gets annoyed by the ASIs. They don't bother me, and I don't do that. But it would be a valid thing that could be done without changing anything in the rulebook.
On the other hand, I am not saying that things are not debated. I don't know where you get that from. I say that justifying something from a fantasy game, which is not simulationist by design, based on what happens in reality, is quite curious to me. Another different thing is to do it based on the game experience. For example, I make it up: "I don't like ASIs because in my experience it breaks the progression of the CR." I clarify, since I see that some of you are a bit literal, that I do not think that, and I do not see why that would break the CR. I was only giving it as an example of something that could be said, and it would make sense to discuss. But whether or not in the real world people improve their strength, or their intellect, or their charisma, seems like a weird thing to discuss in this context. But hey, you can do it. Only that I remind you that D&D does not pretend to reflect reality, only that.
And finally, it is true that the pleasure derived from the sensation of progress is something that comes from our need to grow. We do it in our life, and we like to do it in fiction. I agree with you on that point. But its in-game design is not intended to reflect reality as it is. It is included because it is a source of fun, and it is because on a psychological level human beings like to progress.
We are aware that we are talking about mechanics, right? What you say about the food, etc... It has absolutely nothing to do with what I was saying.
For example, you can argue that a sword does slashing damage because in the real world, and in the game world, they are sharp. But then someone might say "But in the real world it could also do piercing damage or even bludgeoning if you hit with a flat blade". And that's when I say that D&D 5e does not try to capture reality faithfully. It is an abstraction. Obviously, like any other fantasy, it draws from the real world. But what the system seeks is not to faithfully reflect reality, and getting entangled in that in a discussion is rare. It's curious to me at least.
"Obviously, like any other fantasy, it draws from the real world." Is this understood or are you going to continue giving examples? What I am saying is that it does not try to accurately reflect reality and that, therefore, using real world examples to defend a mechanic does not make much sense. It will reflect some things, and not others. But obviously it's based on reality, like any other fantasy. How else was it to be done? In no case have I said otherwise.
And the worst thing is that I have fallen into your straw man, taking the discussion to an absurd place that has nothing to do with the initial reason. So I leave it here.
Attunement is there for the DM's who have a problem controlling their gift giving.
You do know DMs let people buy magic items too, right? And attunement helps keep things balanced enough that they can usually offer a broad selection without having to worry about players stacking up some insane combo.
Still on the DM
Right, and you'd probably be pretty steamed if you turned in your shopping list after you'd cashed in a dragon's hoard and your DM nixed half of it for balance reasons. This way they don't need to worry so much about each player putting together some crazy five item chain they read about online.
Right, and you'd probably be pretty steamed if you turned in your shopping list after you'd cashed in a dragon's hoard and your DM nixed half of it for balance reasons. This way they don't need to worry so much about each player putting together some crazy five item chain they read about online.
The idea that a party would just turn in a "shopping list" to the DM is entirely bizarre to me. Like there's an Amazon for magic items. That wouldn't even make sense to me in Eberron
Rollback Post to RevisionRollBack
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)
the party rounded the corner, feeling an excitement building up in them. There it was. The largest single building in all the realms. So immense that it dwarfed the castle of the King, and it had survived dragons attacking it.
They all knew that inside the building were row upon row of thirty foot high shelves, each one five feet wide, stretching back almost the full mile of the whole store. That magical beings of all sorts ran to and fro among them, gathering all the possible things, and that they were overseen by monstrous guards whose violence was immediate and without pause.
They had journeyed for 40 days and 40 nights to get her, to find this vast building among the tiny village that could have fit within it and still had room left over for extra fields. Alazar's Marvelous Emporium and General Store was no longer run by Alazar, but rather by a gnome named Jeff. It was said that if it existed, they could get it for you -- for a price, and that they would beat the price of any other seller.
The party needed the Grand Vizierian Malapropistic Solipsistry of the ancient mage McGuffin, and while they had heard the tale of it being lost in the Kunlun mountains far to the east, they were hoping that perhaps someone had found it and sold it to the redoubtable Jeff.
As they reached the seemingly insignificant door, they were held up by an immense woman giant wielding a fiery double bladed axe.
"Hold," she said in a booming voice. "We don't open until 11. Closed on Sundays."
"What! We were told that Alazars was open all the time! We have to get to the ship sailing west to the Furthest Shores by 10:30!"
The giant shrugged.
"Look, if we offer you this gold," the bard said, smiling his most charming smile and speaking in a sing song voice, " would you be so kind as to get us the items on this list?"
The massive Amazonian whistled, and another giant woman came along. "Hey, honey, these folks want us to take a bribe to fill their list."
The new giant looked hard at each of the party, eyes narrowed,. "Let's see the gold. I don't trust these folks."
The Bard dutifully reached into his bag of holding and hauled out a chest filled the gold they were going to spend on this trip. "All of this. There's easily more money than most can dream of here!"
The Rogue turned and walked away, heading for the docks, snagging a passersby purse without notice.
"Alright," said the first giant woman. "we'll do it. You wait right here, and we'll be back as quick as possible." The two women each took a side of the chest and trotted towards the massive building, soon vanishing within it.
The party became excited, none of them noticing the Rogue had left.
Meanwhile, inside the building, the two giant women were roaring with laughter and slapping each other's shoulders, alongside the bald headed illusionist Jeff.
"I swear, they get more gullible every year!" the second giant woman said, shaking her head as she ran her hands through the pile of coins. It was the seventh party of the day. Spreading that rumor and setting up this illusion were definitely the easiest way to make a fortune she had ever heard.
Rollback Post to RevisionRollBack
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
Right, and you'd probably be pretty steamed if you turned in your shopping list after you'd cashed in a dragon's hoard and your DM nixed half of it for balance reasons. This way they don't need to worry so much about each player putting together some crazy five item chain they read about online.
The idea that a party would just turn in a "shopping list" to the DM is entirely bizarre to me. Like there's an Amazon for magic items. That wouldn't even make sense to me in Eberron
Whether or not you play this way, some people do. After a decade or so of running Pathfinder, where magic items are restricted only by slot and things get out of hand quite easily on that front, 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 worry about wishlists, 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. Because there is a tool in place that does the job for him, he doesn’t have to invest anything at all into metering our access to magic items. It’s very convenient for everyone involved.
Bobberuchi keeps repeating that “this is on the DM” as if that is, first of all, some sort of clever revelation and, second of all, some sort of failing. Yes, we all know the DM decides how much treasure exists in their game, thanks Captain Obvious. OTOH, whether you would use the tool differently yourself or even do not care for the tool at all, there is absolutely nothing wrong with a DM using the tool available to them. It’s a good tool that works precisely as intended at my table.
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
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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)
Dang, lol. That's like a list of things I have thought since 1e, lol.
I threw ASI's out on the first day, because I recognized the underlying thinking -- and I was a younger teenager, so I don't know how folks can have a problem with it 40 years later. I do have perks to ASI's for what are called Backgrounds now in some cases (not all), and I adored the old proficiency system.
Do not like 1600 subclasses that are mostly an attempt at making a perfect character, not a perfect member of a class. I will say that it made it a lot easier to combine stuff for creating my own classes and will give my game some breathing room down the road as I fashioned rules for it. There has to be something unique about each class, special to it and it alone that no one else can have.
Being able to re-do the magic system has given me a lot of opportunity to really dig into the spells, and I am doing exactly that -- moving stuff around, changing little things. My casters get improved cantrips and more of them, but there are fewer high-level spells and those are supposed to be able to rock the world.
I am debating about the 20th level limit. In creating the new campaign, I did the top three ones first, and with adventure hooks elsewhere, they might be able to continue with those characters into the Great Beyond. I know that while someone learns forever, there is an "upper bound", and I think the experience of perhaps adding a few spells and gaining hit points is fine -- and will probably end up with a cap of 24 for "people" and 30 for "Powers".
The 18-year-old 15th level is something we worked on as a group -- and why we put out "mastery points" and set up rituals. But I do enjoy our "montage" sessions, lol. Those are downtime periods where they all get montages of what they do. Only time I really need the calendar...
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
I hear you Dorsay! Coming up thru the editions there are things I liked and didn’t like in each. I long for a better range of weapons as earlier editions generally had but I can make do with the list we have. I agree that each class should have something that makes it unique and special and that no other class(+subclass) duplicates. I have homebrewed epic classes into my version of 5e as I have a group of beloved PCs that reached into epic levels before 5e. Really at tier 4 and beyond you are battling with other epic characters/ CR25+ monsters and minions or starting to mess with the gods and can/should be able to handle (easily) most other encounters. I don’t mind concentration spells and attunement but would like a feat to gain additional attunement slots. I don’t like ASIs - yes I’m old school - your stats should be pretty much set in stone. But I can and do play by the rules as given. I am happier with 1d&d’s feats with a single stat boost- it’s a solid middle ground between the two that I can accept and work with. I developed with rogues being skill monkeys not martials and still think of them that way even if they are now built to be more martial. In that sense a sort of like the 1D&D grouping of expert classes (though I want a better ranger). I would like more real world building rather than essentially static worlds that adventures are dropped into but I realize that is, to a large extent, my job as DM. It would be nice to have some better tools to do that with in terms of things like economics, crafting and creating magic items. Some of that was better handled in older editions and could serve as starting point for replacing the 5e sections with better stuff for 5.5/6e.
Wisea$$ DM and Player since 1979.
When was the last time some 60 years old out lifted a pro 30 year old?
When did that 18 year old out lift a 30 year old pro?
ASI's are attached to level and NOT age. Which are two different things.
I guess we are aware that D&D does not try to faithfully capture reality, right?
Wait, wait wait...
WHAT?!?!
Well crap. Now I have to reset my entire worldview.
Does this mean that I am not secretly a dragon that has lost her hoard due to a curse?
Dang Nabbit!!!
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Mondays, am I right?
But, seriously, powering up a character via increasing core attributes is a gaming staple across media, and growing more capable with experience is a reasonable mechanic that doesn’t need to be vivisected for implications.
That is why I’m ok with the 1D&D feats with a stat boost and a feat/half feat.
Wisea$$ DM and Player since 1979.
ok I decided I can't stand the mods on here and left I come back to a whole debate nice :)
IKR!
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
I have not expressed any objection to the ASIs. But I find it curious that there are people who try to defend something that is for pure taste or preference, based on how it works in reality.
Don't you like ASIs? It's cool. You don't need to justify it by saying that people do or don't get stronger because I'm not sure all the characters a player can play can be categorized as "people" to begin with. Furthermore, ASIs do not exist to reflect any reality. They exist simply because part of the fun of D&D comes from character progression. It is a gamist design decision, not a simulationist one (using terms from GNS theory).
Obviously that character progress could happen without ASIs, I'm not saying otherwise. But WoTC made that design decision for 5e, and they didn't do it with reality in mind. In fact, as a player, although it is not optimal in most cases, you can choose to change all your ASIs for feats. And you would be progressing anyway. The game allows you to do that.
And as DM you could encourage your players to do that, and make up for that lack of stat increases with magic items that boost abilities.
You can make the objects yourself without breaking anything. Or use the objects that are already designed that instead of raising a characteristic improve the dice roll (weapon +1 or +2, staff +x to your spell attack, etc...). But really it was just a suggestion in case someone gets annoyed by the ASIs. They don't bother me, and I don't do that. But it would be a valid thing that could be done without changing anything in the rulebook.
On the other hand, I am not saying that things are not debated. I don't know where you get that from. I say that justifying something from a fantasy game, which is not simulationist by design, based on what happens in reality, is quite curious to me. Another different thing is to do it based on the game experience. For example, I make it up: "I don't like ASIs because in my experience it breaks the progression of the CR." I clarify, since I see that some of you are a bit literal, that I do not think that, and I do not see why that would break the CR. I was only giving it as an example of something that could be said, and it would make sense to discuss. But whether or not in the real world people improve their strength, or their intellect, or their charisma, seems like a weird thing to discuss in this context. But hey, you can do it. Only that I remind you that D&D does not pretend to reflect reality, only that.
And finally, it is true that the pleasure derived from the sensation of progress is something that comes from our need to grow. We do it in our life, and we like to do it in fiction. I agree with you on that point. But its in-game design is not intended to reflect reality as it is. It is included because it is a source of fun, and it is because on a psychological level human beings like to progress.
We are aware that we are talking about mechanics, right?
What you say about the food, etc... It has absolutely nothing to do with what I was saying.
For example, you can argue that a sword does slashing damage because in the real world, and in the game world, they are sharp. But then someone might say "But in the real world it could also do piercing damage or even bludgeoning if you hit with a flat blade". And that's when I say that D&D 5e does not try to capture reality faithfully. It is an abstraction. Obviously, like any other fantasy, it draws from the real world. But what the system seeks is not to faithfully reflect reality, and getting entangled in that in a discussion is rare. It's curious to me at least.
"Obviously, like any other fantasy, it draws from the real world." Is this understood or are you going to continue giving examples?
What I am saying is that it does not try to accurately reflect reality and that, therefore, using real world examples to defend a mechanic does not make much sense. It will reflect some things, and not others. But obviously it's based on reality, like any other fantasy. How else was it to be done? In no case have I said otherwise.
And the worst thing is that I have fallen into your straw man, taking the discussion to an absurd place that has nothing to do with the initial reason. So I leave it here.
Still on the DM
The idea that a party would just turn in a "shopping list" to the DM is entirely bizarre to me. Like there's an Amazon for magic items. That wouldn't even make sense to me in Eberron
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)
the party rounded the corner, feeling an excitement building up in them. There it was. The largest single building in all the realms. So immense that it dwarfed the castle of the King, and it had survived dragons attacking it.
They all knew that inside the building were row upon row of thirty foot high shelves, each one five feet wide, stretching back almost the full mile of the whole store. That magical beings of all sorts ran to and fro among them, gathering all the possible things, and that they were overseen by monstrous guards whose violence was immediate and without pause.
They had journeyed for 40 days and 40 nights to get her, to find this vast building among the tiny village that could have fit within it and still had room left over for extra fields. Alazar's Marvelous Emporium and General Store was no longer run by Alazar, but rather by a gnome named Jeff. It was said that if it existed, they could get it for you -- for a price, and that they would beat the price of any other seller.
The party needed the Grand Vizierian Malapropistic Solipsistry of the ancient mage McGuffin, and while they had heard the tale of it being lost in the Kunlun mountains far to the east, they were hoping that perhaps someone had found it and sold it to the redoubtable Jeff.
As they reached the seemingly insignificant door, they were held up by an immense woman giant wielding a fiery double bladed axe.
"Hold," she said in a booming voice. "We don't open until 11. Closed on Sundays."
"What! We were told that Alazars was open all the time! We have to get to the ship sailing west to the Furthest Shores by 10:30!"
The giant shrugged.
"Look, if we offer you this gold," the bard said, smiling his most charming smile and speaking in a sing song voice, " would you be so kind as to get us the items on this list?"
The massive Amazonian whistled, and another giant woman came along. "Hey, honey, these folks want us to take a bribe to fill their list."
The new giant looked hard at each of the party, eyes narrowed,. "Let's see the gold. I don't trust these folks."
The Bard dutifully reached into his bag of holding and hauled out a chest filled the gold they were going to spend on this trip. "All of this. There's easily more money than most can dream of here!"
The Rogue turned and walked away, heading for the docks, snagging a passersby purse without notice.
"Alright," said the first giant woman. "we'll do it. You wait right here, and we'll be back as quick as possible." The two women each took a side of the chest and trotted towards the massive building, soon vanishing within it.
The party became excited, none of them noticing the Rogue had left.
Meanwhile, inside the building, the two giant women were roaring with laughter and slapping each other's shoulders, alongside the bald headed illusionist Jeff.
"I swear, they get more gullible every year!" the second giant woman said, shaking her head as she ran her hands through the pile of coins. It was the seventh party of the day. Spreading that rumor and setting up this illusion were definitely the easiest way to make a fortune she had ever heard.
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
Whether or not you play this way, some people do. After a decade or so of running Pathfinder, where magic items are restricted only by slot and things get out of hand quite easily on that front, 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 worry about wishlists, 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. Because there is a tool in place that does the job for him, he doesn’t have to invest anything at all into metering our access to magic items. It’s very convenient for everyone involved.
Bobberuchi keeps repeating that “this is on the DM” as if that is, first of all, some sort of clever revelation and, second of all, some sort of failing. Yes, we all know the DM decides how much treasure exists in their game, thanks Captain Obvious. OTOH, whether you would use the tool differently yourself or even do not care for the tool at all, there is absolutely nothing wrong with a DM using the tool available to them. It’s a good tool that works precisely as intended at my table.
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
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)
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