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General Tabletop Discussion
*Dungeons & Dragons
DMG 5.5 - the return of bespoke magical items?
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<blockquote data-quote="Ancalagon" data-source="post: 9496628" data-attributes="member: 23"><p>So</p><p></p><p>Something that some people <em>loooved</em> about 3.x and PF1e, and some others (I'm mostly in this camp) didn't like was how easy it was to make and buy magical items. no longer are the items the PCs get uniquely in the control of the DM, the players get a say too!</p><p></p><p>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.</p><p></p><p>Instead, I want to note how the new DMG is sort of letting this aspect of the game return, to a degree. I'm specifically looking at enspelled items. You can now have weapons, shield/armor and staves that cast spells. I'll use the staves from now on, but the rule set between the 3 are quite similar. They have 6 charges and recharge 1d6 charges/day.</p><p></p><p>The first thing I note is that there is a "barrier", a huge jump, from going to the uncommon to the rare level. An uncommon magical item takes 10 days to craft, and 200 gp. This seem... preeeety reasonable. Unless your campaign is either extremely quickly passed or very gold-starved, this is not an unsurmountable obstacle.</p><p></p><p>However, a rare item takes 2000 gp to craft <em>and</em> 50 days. The time seems like a real barrier to me, in most campaigns it would limit the great majority of item crafting to uncommon. This means that our enspelled staves are casting cantrips and first level spells only (spell level 2-3 is rare, 4-5 is very rare, 6-8 is legendary). And at first glance, this seems like a really decent compromise between the almost free for all of 3e and the much more restricted affair of 5e. I also note that the attack/DC aren't great, so it's best with buffing/defensive/utility spells. A few more first level spells is not such a big deal is it?</p><p></p><p>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.</p><p></p><p>These items are not incredibly powerful. But they can be <em>exactly</em> what the PC needs. And that makes them quite potent. And there are also all those "miscellaneous" uncommon magical items that are really good... those uncommon items are going to be fairly common!</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 9496628, member: 23"] So Something that some people [I]loooved[/I] about 3.x and PF1e, and some others (I'm mostly in this camp) didn't like was how easy it was to make and buy magical items. no longer are the items the PCs get uniquely in the control of the DM, the players get a say too! 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. Instead, I want to note how the new DMG is sort of letting this aspect of the game return, to a degree. I'm specifically looking at enspelled items. You can now have weapons, shield/armor and staves that cast spells. I'll use the staves from now on, but the rule set between the 3 are quite similar. They have 6 charges and recharge 1d6 charges/day. The first thing I note is that there is a "barrier", a huge jump, from going to the uncommon to the rare level. An uncommon magical item takes 10 days to craft, and 200 gp. This seem... preeeety reasonable. Unless your campaign is either extremely quickly passed or very gold-starved, this is not an unsurmountable obstacle. However, a rare item takes 2000 gp to craft [I]and[/I] 50 days. The time seems like a real barrier to me, in most campaigns it would limit the great majority of item crafting to uncommon. This means that our enspelled staves are casting cantrips and first level spells only (spell level 2-3 is rare, 4-5 is very rare, 6-8 is legendary). And at first glance, this seems like a really decent compromise between the almost free for all of 3e and the much more restricted affair of 5e. I also note that the attack/DC aren't great, so it's best with buffing/defensive/utility spells. A few more first level spells is not such a big deal is it? 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. These items are not incredibly powerful. But they can be [I]exactly[/I] what the PC needs. And that makes them quite potent. And there are also all those "miscellaneous" uncommon magical items that are really good... those uncommon items are going to be fairly common! [/QUOTE]
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