The market price of scrolls and potions seem alright to us for one-time effects. Since we don't allow partially charged items, buying a wand is quite a high sunk cost, and in most cases, there are insufficient opportunities to use one fully in the course of an adventure. Simply looking at combat as a rough approximation of how useful an item is, if you have six combat encounters that last four rounds each, a character with a wand that spends his actions using nothing else would use only half the charges.Vyvyan Basterd said:I presented your idea to my players to gauge their interest. One of them pointed out potential abuse of expendable magic items. Normally you might be cautious when using wand charges and potions and the current wealth by level guidelines probably factor that into the assumptions. It seems with your system the players could potential burn through their expendables knowing that they will be able to refresh them when they level.
Have you had any issues with this? If so, have you put any restrictions in place to curb this?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.