Just be sure to compare them to other light sources; I doubt anybody's going to spend 50 gp on the top-of-the-line sunrod when they can get a nonmagical lantern for 7 gp. The lantern has the same illumination and runs for 8 hours on a pint of oil. Unless oil is really expensive(I was unable to find prices for it), the lantern's the better deal by far.I'm toying with a few different options for Sunrods.
Option 1: Radius 5, dim, 4 hrs, 2 gp
Option 2: Radius 5, bright, 4 hrs, 10 gp
Option 3: Radius 10, bright, 1 hr, 50 gp
I don't really have the best grasp on economy yet though, so I may yet adjust the prices.
Just be sure to compare them to other light sources; I doubt anybody's going to spend 50 gp on the top-of-the-line sunrod when they can get a nonmagical lantern for 7 gp.
Sounds like you're all set, then.I considered that.
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I *want* them to use torches and lanterns. I want the Wizard's Light cantrip to see use. I want to make sunrods a sub-optimal option, not the mainstay. And most importantly, I don't want any single light source which provides bright light up a 200 foot diameter area.
Try to remember that the game is based around a number of assumptions, one of these being that the sunrod exists and works as it is listed in the PHB.