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Sticky: Rules you didn't realize
12 months ago  ::  Jun 09, 2012 - 3:51PM #1351
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Jun 9, 2012 -- 12:06PM, Llathos wrote:



Enchant Magic Item can only make Common items.  It cannot make Uncommon or Rare items.





Where you get this from?  From the Compendium:

Enchant Magic Item:

You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create. Alternatively, you can use the ritual to upgrade a common, uncommon, or rare item to a more powerful version of the item that is 5 levels higher.




Either they've changed it *back* since I last looked, or the updates doc (and the Compendium) are out of date (which is super-common with post-Essentials rules changes), or the ritual really has never been changed.

It doesn't matter, though - Rules Compendium pg 277, explaining item rarity, says outright that Uncommon items cannot be purchased or crafted by PCs.  (And I can show you article after article from the writers of the game, in official rules documents, explaining how uncommon+ items can not be made or purchased by PCs.)

If Enchant Magic Item hasn't actually been updated to make it clear, that's funny, and that should be fixed because it's confusing - but the rules on creating magic items say uncommons can't be created, and Enchant Magic Item doesn't contain a specific exception to allow it to break that general rule.  It *does* have a specific exception to allow it to upgrade Uncommons and Rares.

In the mean time, you've seen exactly why "unlimited low-level items" cause a problem.  You described the problem yourself.  The old system (limiting daily item powers per day) solved the general case of "cheap dailies", while failing on per-Encounter powers and requiring more tracking.  The new system solves both, but at the cost of a greatly decreased variety of items the players can choose from.

It's also worth noting that LFR uses yet another third system:  A character can have no more than one magic item per level, no more than one Rare item, and no more than one of any enchantment.  But LFR is a heavily gameplay-centric environment - they don't particularly care if a rule makes sense inside the game world, they care that it is balanced and paperwork-easy for a pickup game with strangers.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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12 months ago  ::  Jun 09, 2012 - 7:14PM #1352
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,264

Jun 9, 2012 -- 3:51PM, LordOfWeasels wrote:

It's also worth noting that LFR uses yet another third system:  A character can have no more than one magic item per level, no more than one Rare item, and no more than one of any enchantment.  But LFR is a heavily gameplay-centric environment - they don't particularly care if a rule makes sense inside the game world, they care that it is balanced and paperwork-easy for a pickup game with strangers.




Actually, LFR lets you have no more than one *uncommon* item per your level (without some story award saying otherwise) and only one rare per tier.  However, most of the rare items which have been released in LFR are self-levelling items, so if you get a rare weapon, you won't have to worry about upgrading it for each new plus (at level 16 or 21, for instance.) 

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12 months ago  ::  Jun 09, 2012 - 7:32PM #1353
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Jun 9, 2012 -- 7:14PM, Undrhil wrote:

Jun 9, 2012 -- 3:51PM, LordOfWeasels wrote:

It's also worth noting that LFR uses yet another third system:  A character can have no more than one magic item per level, no more than one Rare item, and no more than one of any enchantment.  But LFR is a heavily gameplay-centric environment - they don't particularly care if a rule makes sense inside the game world, they care that it is balanced and paperwork-easy for a pickup game with strangers.




Actually, LFR lets you have no more than one *uncommon* item per your level (without some story award saying otherwise) and only one rare per tier.  However, most of the rare items which have been released in LFR are self-levelling items, so if you get a rare weapon, you won't have to worry about upgrading it for each new plus (at level 16 or 21, for instance.) 




They must have changed the rules since I gave it a shot - used to be, you could only keep one item per level, no matter how many adventures you went on or what you used during play.  That was before rarity, though.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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12 months ago  ::  Jun 09, 2012 - 8:10PM #1354
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,264

Jun 9, 2012 -- 7:32PM, LordOfWeasels wrote:

Jun 9, 2012 -- 7:14PM, Undrhil wrote:

Jun 9, 2012 -- 3:51PM, LordOfWeasels wrote:

It's also worth noting that LFR uses yet another third system:  A character can have no more than one magic item per level, no more than one Rare item, and no more than one of any enchantment.  But LFR is a heavily gameplay-centric environment - they don't particularly care if a rule makes sense inside the game world, they care that it is balanced and paperwork-easy for a pickup game with strangers.




Actually, LFR lets you have no more than one *uncommon* item per your level (without some story award saying otherwise) and only one rare per tier.  However, most of the rare items which have been released in LFR are self-levelling items, so if you get a rare weapon, you won't have to worry about upgrading it for each new plus (at level 16 or 21, for instance.) 




They must have changed the rules since I gave it a shot - used to be, you could only keep one item per level, no matter how many adventures you went on or what you used during play.  That was before rarity, though.




You can only pick one found item per level.  Yes.  But if you have the gold for it, you can buy as many common items as you can afford.  So, yes.  Only one found magic item per level. 

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12 months ago  ::  Jun 10, 2012 - 7:47AM #1355
Llathos
Date Joined: Jul 8, 2003
Posts: 92
I have the sense the system is screwed up past the point of anything sensible...best course is to keep the old item daily restrictions.  It's far preferable in my opinion than an artifical "You discovered a glowing amulet in the dragon's horde!.  Oh...you already found an item this level?  That sucks...I guess you'll just have to give it away".

Ridiculous. 
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12 months ago  ::  Jun 10, 2012 - 10:36AM #1356
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,264

Jun 10, 2012 -- 7:47AM, Llathos wrote:

I have the sense the system is screwed up past the point of anything sensible...best course is to keep the old item daily restrictions.  It's far preferable in my opinion than an artifical "You discovered a glowing amulet in the dragon's horde!.  Oh...you already found an item this level?  That sucks...I guess you'll just have to give it away".

Ridiculous. 




Well, the "one found magic item per level" has been in place since the beginning of LFR.  It's a way to keep PCs from getting lots of magic items and then selling off the extras for lots of gold.  One of the treasure bundles you can pick regardless of how many times you've taken it is "More gold" which is usually a generous portion size of gold for your level.  If you take that a few times, you have a lot of gold, which is useless unless you like common items or rituals (or alchemical items, which LFR has ruled those are all common except for a select few from MME, I believe.)

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12 months ago  ::  Jun 10, 2012 - 6:40PM #1357
Chaosrex
Date Joined: Mar 7, 2012
Posts: 146

Sep 30, 2008 -- 5:11PM, MektonZero wrote:

enriquebertran wrote:

So me shifting Zero squares qualifies as the EFFECT happening...


You might have a bonus to shifting from a Feat, another Power or a Magic Item.




And there is feats and gears wich gives you an extra shift distance of 1 or more, so you could always shift a minimum of 1 even on a miss.

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12 months ago  ::  Jun 10, 2012 - 11:24PM #1358
FarBeyondC
Date Joined: Mar 24, 2011
Posts: 16

Jun 10, 2012 -- 10:36AM, Undrhil wrote:

Jun 10, 2012 -- 7:47AM, Llathos wrote:

I have the sense the system is screwed up past the point of anything sensible...best course is to keep the old item daily restrictions.  It's far preferable in my opinion than an artifical "You discovered a glowing amulet in the dragon's horde!.  Oh...you already found an item this level?  That sucks...I guess you'll just have to give it away".

Ridiculous. 




Well, the "one found magic item per level" has been in place since the beginning of LFR.  It's a way to keep PCs from getting lots of magic items and then selling off the extras for lots of gold.  One of the treasure bundles you can pick regardless of how many times you've taken it is "More gold" which is usually a generous portion size of gold for your level.  If you take that a few times, you have a lot of gold, which is useless unless you like common items or rituals (or alchemical items, which LFR has ruled those are all common except for a select few from MME, I believe.)




Common items are useful- sometimes very useful, if you know what I mean (and you should).

They just usually aren't as useful as the rarer items.

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12 months ago  ::  Jun 11, 2012 - 12:57AM #1359
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,913

Jun 8, 2012 -- 1:31PM, Llathos wrote:

So instead of a rule to prevent abuse (by limiting usage in a clearly understood way), we now have no rule aside from the DM saying "No" to prevent players from crafting 25 wondrous items that are 10+ levels below them with their disposable income?  Saying "you can't buy that" is irrelevant when anyone can be a Ritual Caster and get Enchant Magic Item.

This really doesn't seem well thought out...

Every player will be insane to not stock up on 5 pearls of power.  Carry 4-5 Flutes of the Dancing Satyr and enable free shifting for the whole party for whole encounters...

 


Rarity actually does prevent it. If you use rarity (which you shouldn't). Your assumptions are wrong. ^.^

Also many rules were changed by omission via the RC. Was completely intentional, do you have any idea how confusing it would be to add another 25 pages to the RC which basically consisted of "So this rule that you probably don't know about because you picked up the RC as the definitive rules source is no longer a rule. Have a nice day."

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12 months ago  ::  Jun 15, 2012 - 10:28AM #1360
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Jun 10, 2012 -- 7:47AM, Llathos wrote:

I have the sense the system is screwed up past the point of anything sensible...




No, it really isn't.  Item rarity works just fine, if you use it - at the cost of being more work to keep the flow of interesting stuff coming, because the things players can buy on their own is very limited.  So it's got a downside.

Jun 10, 2012 -- 7:47AM, Llathos wrote:

best course is to keep the old item daily restrictions. 




That's a perfectly fair option, which doesn't address the number of cheap ENCOUNTER powers available.  So you've still got the "buy 10 of this item!" problem, just with different items.

Jun 10, 2012 -- 7:47AM, Llathos wrote:

It's far preferable in my opinion than an artifical "You discovered a glowing amulet in the dragon's horde!.  Oh...you already found an item this level?  That sucks...I guess you'll just have to give it away".

Ridiculous. 




Yes, but that's the LIVING FORGOTTEN REALMS rule.  Pickup D&D, with strangers.  Which is why nobody in a real game actually uses it.

Using rarity means one problem (prevalence of overpowerful extremely-low-level items) disappears and another (boring choices for buy/make) appears.  Using Daily Item Powers fixes the Golf Bag Full Of Wands problem, but leaves you with the same problem with Encounter powers and a related problem of a huge SELECTION of powerful dailies even if you can't use them all.

Neither of these is "screwed up past the point of anything sensible."  LFR's solution is, but that's because it's LFR:  Pickup D&D with strangers will ALWAYS be "screwed up past the point of anything sensible" and this rule just exists to make sure it stays playable.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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