Majoru Oakheart
Adventurer
I'm still in 100% agreement with the IDEA of adding item rarity to the game. I hate making up house rules because I always get pushback from my players. If I told them all that I was restricting them from buying 90% of the items in the game simply because I don't think they should be able to buy most magic items, I'd have them complaining and suggesting I step aside so someone else can DM.
The way it works now is that I can make a couple of small changes if I need to one item's rarity or another while still having the default be uncommon. It means I won't end up with characters showing up who have broken combinations of magic items.
However, I've been unimpressed with the rare items so far. I expected that they'd use Rare items to introduce items of an entirely new power level more akin to the most powerful magic items from 1e/2e/3e. But so far, all the rare items are maybe 10% more powerful than the rest of the items.
The way it works now is that I can make a couple of small changes if I need to one item's rarity or another while still having the default be uncommon. It means I won't end up with characters showing up who have broken combinations of magic items.
However, I've been unimpressed with the rare items so far. I expected that they'd use Rare items to introduce items of an entirely new power level more akin to the most powerful magic items from 1e/2e/3e. But so far, all the rare items are maybe 10% more powerful than the rest of the items.