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Uncommon items - actually common?
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<blockquote data-quote="tetrasodium" data-source="post: 9499959" data-attributes="member: 93670"><p>Yup to pretty much all of this but I think there's an outlook that causes it to make sense logically.</p><p></p><p>Wotc is still clinging to the "MaGiC iTeMs ArE <em>'oPtIoNaL' <img class="smilie smilie--emoji" alt="😜" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61c.png" title="Winking face with tongue :stuck_out_tongue_winking_eye:" data-shortname=":stuck_out_tongue_winking_eye:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="😜" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61c.png" title="Winking face with tongue :stuck_out_tongue_winking_eye:" data-shortname=":stuck_out_tongue_winking_eye:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="👉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f449.png" title="Backhand index pointing right :point_right:" data-shortname=":point_right:" loading="lazy" width="64" height="64" /></em>" rather than admitting the math needs to properly support them with churn & allow things like a higher pointbuy for games not using them after reworking the math.</p><p></p><p> I haven't seen the DMG "common" items & from one of the videos talking up the cloak of billowing feel safe in assuming that they continue the trend of being completely underwhelming.</p><p></p><p>"<u><em>Common</em></u>" magic items <strong><u><em>should</em></u></strong> be a step down from uncommon items but still basically the same function, single use scrolls potions & trinkets. "<u><em>Uncommon</em></u>" items should be (generally) similar returns but multiple charges in the item without the everlasting recharge currently the default in 5e. "<em>Rare</em>" items should be <em>small</em> always on bonuses & <em>possibly</em> minor charged items with some form of self replenishing pool of charges. Moving to "Very Rare" & "Legendary" could have larger always on bonuses, charged items with more significant charge recovery, or some combo of any of the other rarities.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9499959, member: 93670"] Yup to pretty much all of this but I think there's an outlook that causes it to make sense logically. Wotc is still clinging to the "MaGiC iTeMs ArE [I]'oPtIoNaL' 😜😜👉👉[/I]" rather than admitting the math needs to properly support them with churn & allow things like a higher pointbuy for games not using them after reworking the math. I haven't seen the DMG "common" items & from one of the videos talking up the cloak of billowing feel safe in assuming that they continue the trend of being completely underwhelming. "[U][I]Common[/I][/U]" magic items [B][U][I]should[/I][/U][/B] be a step down from uncommon items but still basically the same function, single use scrolls potions & trinkets. "[U][I]Uncommon[/I][/U]" items should be (generally) similar returns but multiple charges in the item without the everlasting recharge currently the default in 5e. "[I]Rare[/I]" items should be [I]small[/I] always on bonuses & [I]possibly[/I] minor charged items with some form of self replenishing pool of charges. Moving to "Very Rare" & "Legendary" could have larger always on bonuses, charged items with more significant charge recovery, or some combo of any of the other rarities. [/QUOTE]
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