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Uncommon Items 5 or More Levels Lower Than You...
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<blockquote data-quote="Kinneus" data-source="post: 5527663" data-attributes="member: 48215"><p>You guys both seem to be saying, "It's not a problem. DM fiat!" but I think it <em>is</em> a problem when the only solution is DM fiat. The campaign I'm trying to insert my Druid into is run by a very by-the-books DM. The rules say high-level starting characters can only buy common items with their starting cash, and he's sticking to that. It's also an official adventure path (Scales of War), which leaves very little room or time for "search for exotic components" side-quests.</p><p> </p><p>What's the point of magic item rarity if DMs are just going to judge every item on a case-by-case basis anyway? I'm trying to create a single, hard, fast houserule for my entire campaign, instead of house-ruling a bunch of individual items. I also wanted to remove the silliness of an Epic level 30 Druid who can't for the life of him find a level 4 item.</p><p> </p><p>Would allowing players to buy and create items five levels beneath them break the game? I don't think so; it wasn't that long ago when characters could create items of their level, right in the middle of a dungeon crawl if they so chose (and had the resources to pull it off). I'd like to hear some opinions on the proposed house rule, though, because maybe there is something I'm missing.</p><p> </p><p>The point about item sets is a good one, although frankly, I've yet to see a player use all the items in an item set or even put them all on a wishlist. Usually players can get better benefits by picking one or two items out of a set and then cherry-picking the rest. Maybe there'd have to be an addendum to the rule; the first two items in a set can be treated as common if they're five levels or lower than your level, but the rest thereafter are uncommon (possibly even rare?)</p></blockquote><p></p>
[QUOTE="Kinneus, post: 5527663, member: 48215"] You guys both seem to be saying, "It's not a problem. DM fiat!" but I think it [I]is[/I] a problem when the only solution is DM fiat. The campaign I'm trying to insert my Druid into is run by a very by-the-books DM. The rules say high-level starting characters can only buy common items with their starting cash, and he's sticking to that. It's also an official adventure path (Scales of War), which leaves very little room or time for "search for exotic components" side-quests. What's the point of magic item rarity if DMs are just going to judge every item on a case-by-case basis anyway? I'm trying to create a single, hard, fast houserule for my entire campaign, instead of house-ruling a bunch of individual items. I also wanted to remove the silliness of an Epic level 30 Druid who can't for the life of him find a level 4 item. Would allowing players to buy and create items five levels beneath them break the game? I don't think so; it wasn't that long ago when characters could create items of their level, right in the middle of a dungeon crawl if they so chose (and had the resources to pull it off). I'd like to hear some opinions on the proposed house rule, though, because maybe there is something I'm missing. The point about item sets is a good one, although frankly, I've yet to see a player use all the items in an item set or even put them all on a wishlist. Usually players can get better benefits by picking one or two items out of a set and then cherry-picking the rest. Maybe there'd have to be an addendum to the rule; the first two items in a set can be treated as common if they're five levels or lower than your level, but the rest thereafter are uncommon (possibly even rare?) [/QUOTE]
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