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<blockquote data-quote="KarinsDad" data-source="post: 5405264" data-attributes="member: 2011"><p>From an in-character perspective, the term doesn't apply very well at all.</p><p></p><p>There are no common items, just items.</p><p></p><p>With no real in character definitions as to which items can be crafted and which cannot, the PCs have no visibility into the system at all. It's just a list with some items on it and some not on it.</p><p></p><p>A PC tries to figure out how to craft a given item and cannot. The PC doesn't know that it is an uncommon item. A given DM might give a campaign reason (these are items from the Times of Trouble), but then again, the DM might not. The PC may or may not be able to recognize the difference based on campaign.</p><p></p><p>And the PC doesn't realy have any clue that 50% of items are common, 45% are uncommon, and 5% are rare. Those are out of character item distribution game distinctions. The player knows this, but the PC doesn't.</p><p></p><p>And I doubt that a PC would even recognize "Hey, we got 50% of these types of items and only 45% of those types of items, hence, the former type are common and the latter type less common.".</p><p></p><p>It's often difficult to distinguish the difference between knowledge that PCs have in character and players have out of character. This doesn't apply too well to the former outside of the one corner case that uncommon items typically cannot be crafted with the Enchant Magic Item ritual. And if the PCs do not have that ritual, there is even less reason for the PCs to have in character knowledge here.</p><p></p><p>I agree with you that as a game mechanics term, it is probably ok. It just sounds like an oxymoron with the current rules: common item. Not so common. That might change with MME, it might not. It might still seem like an oxymoron if the uncommon items significantly outnumber the common ones "out of character". In character, the term doesn't really apply.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5405264, member: 2011"] From an in-character perspective, the term doesn't apply very well at all. There are no common items, just items. With no real in character definitions as to which items can be crafted and which cannot, the PCs have no visibility into the system at all. It's just a list with some items on it and some not on it. A PC tries to figure out how to craft a given item and cannot. The PC doesn't know that it is an uncommon item. A given DM might give a campaign reason (these are items from the Times of Trouble), but then again, the DM might not. The PC may or may not be able to recognize the difference based on campaign. And the PC doesn't realy have any clue that 50% of items are common, 45% are uncommon, and 5% are rare. Those are out of character item distribution game distinctions. The player knows this, but the PC doesn't. And I doubt that a PC would even recognize "Hey, we got 50% of these types of items and only 45% of those types of items, hence, the former type are common and the latter type less common.". It's often difficult to distinguish the difference between knowledge that PCs have in character and players have out of character. This doesn't apply too well to the former outside of the one corner case that uncommon items typically cannot be crafted with the Enchant Magic Item ritual. And if the PCs do not have that ritual, there is even less reason for the PCs to have in character knowledge here. I agree with you that as a game mechanics term, it is probably ok. It just sounds like an oxymoron with the current rules: common item. Not so common. That might change with MME, it might not. It might still seem like an oxymoron if the uncommon items significantly outnumber the common ones "out of character". In character, the term doesn't really apply. [/QUOTE]
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