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<blockquote data-quote="argo" data-source="post: 1863991" data-attributes="member: 5752"><p>No. First off those charts are not in the <em>Players</em> Handbook, they are in the <em>Dungeon Master's</em> Guide and like all material in the DMG is meant as material to aid the DM in running the game, not for the players to wave in his face and cry foul. Secondly, even if you don't buy that argument the DMG still states quite clearly that magic item pricing charts are not <em>rules</em> but <em>guidlines</em> and that the DM may need to adjust the price of any new magic items to fit their power.</p><p></p><p>Now, that doesn't mean that a DM shouldn't allow the player to invent new items. That sort of thing is just rewarding good play and can add a great deal to a campaign. But don't forget that that is exactly what we are talking about... DM approval of a house-ruled item. And I don't think many DM's would let you go makign wonderous-item-wands willy nilly, otherwise you wind up witht the sort of absurd munchkinism where one feat does the work of three.</p><p></p><p></p><p>I guess I must have missed the part where ENWorld posting rules were declared official errata <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p>Scrolls are an incredibly cheap way to get around the wizard's two basic limitations: number of spells per day and not knowing what spells to prepare. And wands are a great way to make sure that your wiz can contribute something every round of combat, even if it's just a simple magic missile, while saving his slots for the big fight at the end. Potions are more of a cleric specality but it is still nice for a team-oriented wiz to be able to hand out items that the rest of the party can use.</p><p></p><p>Of course, wonderous items do that better <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Later.</p></blockquote><p></p>
[QUOTE="argo, post: 1863991, member: 5752"] No. First off those charts are not in the [i]Players[/i] Handbook, they are in the [i]Dungeon Master's[/i] Guide and like all material in the DMG is meant as material to aid the DM in running the game, not for the players to wave in his face and cry foul. Secondly, even if you don't buy that argument the DMG still states quite clearly that magic item pricing charts are not [i]rules[/i] but [i]guidlines[/i] and that the DM may need to adjust the price of any new magic items to fit their power. Now, that doesn't mean that a DM shouldn't allow the player to invent new items. That sort of thing is just rewarding good play and can add a great deal to a campaign. But don't forget that that is exactly what we are talking about... DM approval of a house-ruled item. And I don't think many DM's would let you go makign wonderous-item-wands willy nilly, otherwise you wind up witht the sort of absurd munchkinism where one feat does the work of three. I guess I must have missed the part where ENWorld posting rules were declared official errata ;) Scrolls are an incredibly cheap way to get around the wizard's two basic limitations: number of spells per day and not knowing what spells to prepare. And wands are a great way to make sure that your wiz can contribute something every round of combat, even if it's just a simple magic missile, while saving his slots for the big fight at the end. Potions are more of a cleric specality but it is still nice for a team-oriented wiz to be able to hand out items that the rest of the party can use. Of course, wonderous items do that better :p Later. [/QUOTE]
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