Whatever raw materials are necessary for the Shield spell are about to see a spike in demand!it states that the DM determines whether appropriate raw materials are available for purchase.
Whatever raw materials are necessary for the Shield spell are about to see a spike in demand!it states that the DM determines whether appropriate raw materials are available for purchase.
We are finishing 2 2014 campaigns but also have a 2024 campaign that just started (session 0 and 1 game) so take EVERYTHING I am about to say with a grain of salt...Welllllll.... what if you have a weapon with hex, or divine favor (a holy sword for 200gp!)? A shield with, well, the shield spell? A staff with cure, bless, the much improved jump? I'm sure there are even better examples I'm not thinking of at the moment.
Fair enough, but otherwise beyond sharing a bit of the crafting rules and your thoughts this seems to be a good balance between 3E and 5E, what is the point?This thread is NOT about if this (magical item markets) is a good or a bad thing! People, and DnD itself, have disagreed for decades, I don't want to rehash that debate yet again.
I don't wanna speak for the OP, but in my case, it goes like that:Why is it a problem that players pursue a thing that fits their needs well? Especially when they're paying for the privilege?
Attunement will help yes. I know the staff requires attunement by a spellcaster, but I believe that the weapon and armor/shield ones just require attunement by anyone.I suppose attunement could be the way to limit this sort of thing. I do not relish the thought of every character becoming virtually a cookie cutter with the same loadout of the most useful stuff all the time. If that's what happens, it might as well be built into the character.
Ugh yeah, that's one of my least favorite parts of "character builds."I do not like it when people build PCs that "need" a magical item to "work"
even if magic items are 100% in your control. you still need to give items that are useful to player and items that players want. Otherwise you just give away bunch of vendor trash.I don't wanna speak for the OP, but in my case, it goes like that:
Players already have control over which feats to chose, which spells to prepare and so on.
Magic items being something out of their control adds a layer of random variety that feels good gameplay wise.
That's pretty much what rogue-like videogames do.