Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic items in D&D Next: Remove them as PC dependant?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Hassassin" data-source="post: 5843218" data-attributes="member: 6675228"><p>I think they should tie the commonness of items to who makes them.</p><p></p><p>Common items can be made by many non-spellcasting alchemists and artisans. You will find someone who can make (some of) these items in even small towns and there's an economy for them in larger communities. These are items that the PCs can make if they choose the options and have the down time.</p><p></p><p>Uncommon items aren't readily in circulation, but you can find them and often a spellcaster who can make some of them. They may not have listed prices and you will probably have to pay with favors and not just gold. The option for crafting these is available to the players if the DM says so. High magic campaigns may treat these like common items.</p><p></p><p>Rare items are always made for a specific use. They are almost always named items, whether their power is artifact level or not. Powerful spellcasters create them using more art than science, and they often have strange side effects or "curses". You won't find a price for them, instead they are McGuffins you go on quests for. Crafting them requires rituals and is always in the hands of the DM.</p><p></p><p>I would have consumables like potions in the "common" category, simple permanent items like a protective charm, a magical sword or an everburning torch in the "uncommon" category, and anything complex in the "rare" category.</p><p></p><p>Nothing in the game (like monster immunities) should assume the characters have access to anything other than common items.</p></blockquote><p></p>
[QUOTE="Hassassin, post: 5843218, member: 6675228"] I think they should tie the commonness of items to who makes them. Common items can be made by many non-spellcasting alchemists and artisans. You will find someone who can make (some of) these items in even small towns and there's an economy for them in larger communities. These are items that the PCs can make if they choose the options and have the down time. Uncommon items aren't readily in circulation, but you can find them and often a spellcaster who can make some of them. They may not have listed prices and you will probably have to pay with favors and not just gold. The option for crafting these is available to the players if the DM says so. High magic campaigns may treat these like common items. Rare items are always made for a specific use. They are almost always named items, whether their power is artifact level or not. Powerful spellcasters create them using more art than science, and they often have strange side effects or "curses". You won't find a price for them, instead they are McGuffins you go on quests for. Crafting them requires rituals and is always in the hands of the DM. I would have consumables like potions in the "common" category, simple permanent items like a protective charm, a magical sword or an everburning torch in the "uncommon" category, and anything complex in the "rare" category. Nothing in the game (like monster immunities) should assume the characters have access to anything other than common items. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic items in D&D Next: Remove them as PC dependant?
Top