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7/1/2025, 8:14:56 PM
>>95993073
>That doesnt leave much for any major magical items not that it really matters because most magic items in the early game are ass anyway.
Yeah, that gets to me quite a bit whenever this stuff comes up. It's weird to argue runes take up too much budget while also saying there's nothing to buy in the early game. Beyond wands and scrolls, what exactly are people buying that is so fundamental that they hate runes eating up "so much" of their budget?
Even on a principal standard, that you shouldn't be forced to buy your own character progression (despite it being a staple of the d20 fantasy space and sort of the point of magic items to begin with), I still struggle to see a reality where the average player BURNS through the extra gold. There isn't even a dedicated moneysink built into the rules like 5e's new Bastion system (crossing my fingers something like it is in Battlecry!), so I would probably argue that money just doesn't exist. I totally get not like mathfixers or PF2e's Red Queen Race approach to character progression, but I do think most people overrate how much the economy hurts the game experience. Even in a world with more must-take magic items that need to be crafted and spent gold on, I just don't see the economy not adapting to such or the players treating that as Gold-As-Progression.
...Striking Runes do feel weird though and sort of tie into the HP bloat (perception) issues.
>>95993135
>Thanks to 'magic items are optional, but expected' wish-washy of the rules, giving any magic items out can easily break the balance of encounters and cause drama over favoritism
That is sort of expected when you hear the idea of "magic items". 2e's general "once per day you can do a funny trick" ethos will never sink well compared to "fairly cheap armor that completely denies critical hits as a mechanci" as an effect. It is hard to argue against the idea magic items should be potent in a high fantasy setting, so people don't care if they are broken.
>That doesnt leave much for any major magical items not that it really matters because most magic items in the early game are ass anyway.
Yeah, that gets to me quite a bit whenever this stuff comes up. It's weird to argue runes take up too much budget while also saying there's nothing to buy in the early game. Beyond wands and scrolls, what exactly are people buying that is so fundamental that they hate runes eating up "so much" of their budget?
Even on a principal standard, that you shouldn't be forced to buy your own character progression (despite it being a staple of the d20 fantasy space and sort of the point of magic items to begin with), I still struggle to see a reality where the average player BURNS through the extra gold. There isn't even a dedicated moneysink built into the rules like 5e's new Bastion system (crossing my fingers something like it is in Battlecry!), so I would probably argue that money just doesn't exist. I totally get not like mathfixers or PF2e's Red Queen Race approach to character progression, but I do think most people overrate how much the economy hurts the game experience. Even in a world with more must-take magic items that need to be crafted and spent gold on, I just don't see the economy not adapting to such or the players treating that as Gold-As-Progression.
...Striking Runes do feel weird though and sort of tie into the HP bloat (perception) issues.
>>95993135
>Thanks to 'magic items are optional, but expected' wish-washy of the rules, giving any magic items out can easily break the balance of encounters and cause drama over favoritism
That is sort of expected when you hear the idea of "magic items". 2e's general "once per day you can do a funny trick" ethos will never sink well compared to "fairly cheap armor that completely denies critical hits as a mechanci" as an effect. It is hard to argue against the idea magic items should be potent in a high fantasy setting, so people don't care if they are broken.
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