Honestly. My main complaint is with the no crafting rules. They either need to be clarified or removed. Dms won't even craft items. Some DMs do it still. But clarification is nice. I've heard older players talk about working with a dm to make an item. Most DMs now refuse to even do that.
I mean, we can't make spell scrolls or potions which is frustrating. I do play a wizard so I have a horse in the race. I'd like to be a potion master in addition to being a archmage. But as the conventions are written, they limit an aspect of dnd that I was very excited about.
I think adding a section that working with the DM and having costs built in, like a heavy down day and gold investment. Honestly Xanathars has some rules in it for this. I dont see why we couldn't use them.
Sorry if this is a bit rambling. I'm at the gym. I'll try and revise and make this a bit more concise at a later date.
Actually. Items and buffs are getting out of hand. There is a heavy disparity. Its mostly a problem of the MV and not easily fixed. I think the sheet is going to be the best solution. I'm heavily against a ban on powerful things or limiting what DMs can give out.
I think the main reason why we dont sell items is since there is no cap on gold that is given out. If there was a cap on how much gold and magic items a player could have per level or can be given out in a game then it would be easier to sell items. I am guilty for selling an item or two in my games but they couldnt use gold for purchases. They could only use a currency that was valid in only my games after completing missions. I have seen something cool that I wouldnt mind seeing of gold per lvl.
Page 133 of the DMG tells us how many treasure hoards a party is expected to find over the course of a typical campaign. If we make a few assumptions, we can use this information to estimate how much wealth a character has accumulated at each level of his career.
My assumptions going into producing this table are:
- Treasure is split evenly among four members of the party.
- The hoards are evenly distributed throughout their appropriate level ranges.
- The players use individual monster treasure as “petty cash,” spending it on lifestyle expenses, carousing, replenishing supplies, bribing officials, hiring retainers, etc.
- The party always finds the average total value of all coins, gems, and art objects in each hoard.
Given these assumptions, a character who has just hit level 5 should have recovered about 560 gp from the Challenge 0-4 hoards. By level eleven, he will have recovered an additional 23,500 gp from the Challenge 5-10 hoards. He will have found an additional 110,000 gp by level 17. And he will have secured another 684,000 gp by retirement, presumably at level 20. Quite the nest egg!
We can break this down into each level as follows:
Level| Typical hoard treasure acquired (gp)
The idea of a suggested table of wealth by level is at odds with how I think D&D should play. Still, having these numbers on hand helps us to understand how the designers intended big ticket expenditures -- like building strongholds, buying ships, and creating magic items -- to fit into a typical campaign.
For instance, a character could commission the construction of a palace or large castle only by level 19, although he and three friends could go in on it together by level 17. A keep or small castle is affordable by a single character at level 13, a fortified tower at level 9.
If creating magical items is more your speed, the first common item can be built at level 3 and is limited by the minimum level requirement rather than the creation cost. A character has earned enough to make an uncommon item by level 5. A rare item must wait for level 7, a very rare item for level 13, and a legendary item for level 19. Seems appropriate, I suppose.
If gold and magic items were not overflowing then it would be easier to sell items.
But as Jonathan, Mike and some of the others said this would be limiting players and DMs which would lessen some of their fun. This is all about shared fun. One thing I think would be good in the conventions if we are going to make some changes is make a standard xp per game. Just like the GMs get a standard 33%xp up to a lvl 3 and 25% for every level after that. I say for playing a game should be the same. Why would a level one jump up to level 6 for hiding behind a rock the whole time in a level 1-20 game?