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rassav said:
1) Custom magic items must be made by the characters and are not readily availavble for sale in our game. accordingly, this item requires a character to sacrifice experience in creating it.
yet, surely NPCs make this item as well. (or are the PCs the only ones allowed to have one? Exclusive to PCs?) if so it should appear now and again in treasures?
rassav said:
2) The price is equal to approximately 266 charges worth of Cure Light Wounds wands. The difference between 266 charges and unlimited charges has not been apparent. We have yet to use it more than 266 times.
CLW wands cost 750 for 50 charges. This thingy of yours is worth 133 charges. (you used maker expense for the wand and market price for the item for some reason.)
By 10th level or so, a typical CLW wand would cure 275 hp and my gang would run through one within 3-4 encounters at best. When your fighter is down 80 hp, the clw wands go quick.
My experience on the rate of use of CLW in post-combat healing is grossly different than yours.
rassav said:
3) At caster level 1, the item is easy to dispel.
Since this thing will only be used out of combat, the dispel thing is silly and pointless. might as well say 'since it is a headband it will cause magic headband hair" as a drawback.
HINT; if your enemy is using his actions to throw dispel magics at your CURE LIGHT WOUNDS SPELLS... you are winning big time.
geesh.
rassav said:
4) The item is less and less useful in encounters as the characters advance in levels. The characters are 10th level now, and the item is rarely used in encounters. Most things you fight at that level deal enough damage that you need more than that 1d8+1 to keep you going.
the value of the item is its POST COMBAT recovery. identify is likewise useless in combat, should an unlimited identify item be cheap too?
rassav said:
5) The item is primarily used between counters to heal. Before the item was created the characters would simply rest and heal up, using their spells to restore their hitpoints. They were almost always at close to full strength for the next encounter. The item has simply reduced the bookkeeping and made game play more streamlined. This is well worth it for us and our current style of play, which focuses on the big encounters. If your style includes worrying about every small thing, you probably won't like this item. We also assume that the charcters have enough food and water without them having to inventory it, unless that is a key story element.
Rather than focusing on micromanaging minutia like food, we tend to worry about things like being stalked by the survivors. there is a tremendous difference between pulling out for a days nap and getting 5 minutes to heal back to full in terms of the actions the NPCs can do in that time.
thats not "every little thing" for my games.
However, you are indeed correct. Style of GMing has a lot to do with it. if monsters stay sitting and waiting while your PCs "click the rest button" then the effective difference bwteeen the day or two off and the 5 minutes and ready to go is indeed negligable.
i just dont run those games.
heck, my NPCs get raised, come back and pursue vengence at times.
rassav said:
6) We like to err in favor of the players keeping their characters alive. Yes, characters do die in our games, but this helps to insure that they don't die from being nickeled and dimed in some minor encounter.
while i am sure it has happened, i do not recall a clw sabing characters from death anytime after fourth.
clearly our games are very very different.