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<blockquote data-quote="AbdulAlhazred" data-source="post: 5699433" data-attributes="member: 82106"><p>Yeah, if you use the random treasure rules in Essentials. Nothing stops DMs from continuing to give out items like in DMG1 according to parcels. The difference is really fairly minor anyway, since the DM still has to pick the specific item in the 'random' setup. Personally I don't pay that much attention to parcels to start with anymore, so that whole aspect of things is kind of no big deal.</p><p></p><p>As for the whole rarity system. It was introduced a year ago August, just before the release of Essentials, and can be found in the consolidated errata, and the Rules Compendium. The DDI compendium doesn't have general rules in it at all, though some reference to it might be in the glossary section. DDI Compendium really is NOT a substitute for books. It is great for looking up individual stuff, but it doesn't give you any text.</p><p></p><p>Rarity has a couple parts:</p><p>1) Your character can use any number of daily powers - Makes the less potent or niche daily powers relevant to the game. Otherwise players simply didn't use daily powers except for the best 1 or 2 they had.</p><p></p><p>2) Each item has a rarity, common, uncommon, or rare - this is the concomitant of the above rule because PCs can only acquire/craft common items. This prevents higher level PCs from stocking up on tons of lower level items and spamming their powers. There are only a limited number of common items, usually ones without daily powers. </p><p></p><p>3) You can sell rare and uncommon items for more than 20% of purchase price - This is really just a way to let the PCs put a bit more money in their pockets.</p><p></p><p>4) Enchant Magic Item only works for common items - This is actually not even spelled out in the text of the ritual, just in the general magic item rules. The DM is encouraged to allow uncommon item crafting as desired, possibly with rare materials being needed, etc. Rare items COULD be crafted as well, but doing so would probably require major quests, etc. </p><p></p><p>The result is that item design space is opened up a LOT because the designers of items can make niche daily powers and they can also assume that an item with a good spammable power can't be stocked up by the players unless the DM goes along. Thus items are MOSTLY under DM control and their design can be a lot more flexible. That was the main motivation for the rules change I think. It does get rid of some bookkeeping as well, but that's really sort of gravy. Lots of people also just found the whole item use restriction rule to be very gamist. Mearls said something on RPG.net along the lines of "we took it out back and shot it".</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5699433, member: 82106"] Yeah, if you use the random treasure rules in Essentials. Nothing stops DMs from continuing to give out items like in DMG1 according to parcels. The difference is really fairly minor anyway, since the DM still has to pick the specific item in the 'random' setup. Personally I don't pay that much attention to parcels to start with anymore, so that whole aspect of things is kind of no big deal. As for the whole rarity system. It was introduced a year ago August, just before the release of Essentials, and can be found in the consolidated errata, and the Rules Compendium. The DDI compendium doesn't have general rules in it at all, though some reference to it might be in the glossary section. DDI Compendium really is NOT a substitute for books. It is great for looking up individual stuff, but it doesn't give you any text. Rarity has a couple parts: 1) Your character can use any number of daily powers - Makes the less potent or niche daily powers relevant to the game. Otherwise players simply didn't use daily powers except for the best 1 or 2 they had. 2) Each item has a rarity, common, uncommon, or rare - this is the concomitant of the above rule because PCs can only acquire/craft common items. This prevents higher level PCs from stocking up on tons of lower level items and spamming their powers. There are only a limited number of common items, usually ones without daily powers. 3) You can sell rare and uncommon items for more than 20% of purchase price - This is really just a way to let the PCs put a bit more money in their pockets. 4) Enchant Magic Item only works for common items - This is actually not even spelled out in the text of the ritual, just in the general magic item rules. The DM is encouraged to allow uncommon item crafting as desired, possibly with rare materials being needed, etc. Rare items COULD be crafted as well, but doing so would probably require major quests, etc. The result is that item design space is opened up a LOT because the designers of items can make niche daily powers and they can also assume that an item with a good spammable power can't be stocked up by the players unless the DM goes along. Thus items are MOSTLY under DM control and their design can be a lot more flexible. That was the main motivation for the rules change I think. It does get rid of some bookkeeping as well, but that's really sort of gravy. Lots of people also just found the whole item use restriction rule to be very gamist. Mearls said something on RPG.net along the lines of "we took it out back and shot it". [/QUOTE]
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