green slime said:Not for a wand of CLW. But there are other wands that are more worthwhile raising the caster level.
ehren37 said:Yes, mostly damaging wands. My point still stands that raising the level of non-combat wands is stupid expensive for what you get.
It's not just about buying magic items. A change to pricing also affects item creation, which matters even in settings without the ability to purchase pre-made magic items.Belen said:My only problem with the article is the expressed acceptance that people buy magic items. I think lower costs are cool. Hell, I have argued for a long time that magic weapon prices were too high.
Overall, it's an ok article, but pushing a certain play style is not cool with me.
Nightfall said:Green,
Well no...but anything is possible. I just figured you can fit a nose ring in each nostril.
Felon said:The same can be said of many items. Almost any skill can be rendered a moot investment with something in the MIC. So, go ahead and let the players stick to the "big six". Those things at least synergize with their owners' abilities, rather than eclipsing them.
green slime said:My very same concern when it come to magic items, spells, and indeed all magic: the ability to completely supercede any skill.
I posted a link to the article a few posts back.Felon said:If we're talking about the web article that I think we're talking about (the OP provides no link to anyting), I don't recall there being an explicit statment that items would be recosted. They may find an indirect way to approach the issue.
Yes, the Rope is very handy. But that's just one of many utility items, some of which get more play than others. You could probably come up with a list of the "Little Six", the most common items after Things That Give a Bonus. Rope of Climbing would probably be there, as would a Bag of Holding, Haversack, Flying Something or Other, ect.As to the rope of climbing, it seems some folks are commited to snide responses, but there certainly are many non-combat challenges that a rope of climbing can help a party circumvent with little trouble (White Plume Mountain has a prime example or two). It pretty handily renders both Use Rope and Climb obsolete, and not just for the possessor but for the whole party. For the character who invested in either of those skills, there's legitimate cause for major buyer's remorse once that item's acquired (and having a character experience remorse over a magic item's acquisition is counter-productive). Making the item expensive is the only thing that really puts a control on the issue.
The DMG lists the cost at 3,000 gp. That's a little expensive to buy, but not so valuable that it's worth selling instead of keeping considering its utility. A character will earn hundreds of thousands of gp throughout his career, while his available ranks in skills is much more limited. I wouldn't say it's too cheap, but I sure wouldn't say it's too expensive.
The same can be said of many items. Almost any skill can be rendered a moot investment with something in the MIC. So, go ahead and let the players stick to the "big six". Those things at least synergize with their owners' abilities, rather than eclipsing them.