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<blockquote data-quote="FireLance" data-source="post: 3228125" data-attributes="member: 3424"><p>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. </p><p></p><p>We only really had issues when one of the PCs was an artificer who was able to add metamagic effects to spells cast from wands by burning extra charges.</p><p></p><p>The fact that it generally requires an action to use a charged magic item also tends to limit their use since most spellcasters' spells are better than what they can get out of a wand in the first place. What we see most often are <em>wands of cure light wounds</em> which can be used out of combat, and since we favor a back-to-the-action style of gaming, this suits us fine.</p><p></p><p>Still, if expendable magic items seem like they might be a problem in your group, you might consider replacing wands and scrolls with eternal wands (from the Eberron Campaign Setting) and schemas (from Magic of Eberron), or limiting expendable magic items to no more than 10% or 20% of the character's wealth.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3228125, member: 3424"] 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. We only really had issues when one of the PCs was an artificer who was able to add metamagic effects to spells cast from wands by burning extra charges. The fact that it generally requires an action to use a charged magic item also tends to limit their use since most spellcasters' spells are better than what they can get out of a wand in the first place. What we see most often are [I]wands of cure light wounds[/I] which can be used out of combat, and since we favor a back-to-the-action style of gaming, this suits us fine. Still, if expendable magic items seem like they might be a problem in your group, you might consider replacing wands and scrolls with eternal wands (from the Eberron Campaign Setting) and schemas (from Magic of Eberron), or limiting expendable magic items to no more than 10% or 20% of the character's wealth. [/QUOTE]
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