Now, magic items were no longer rare just an additional 'tax'. It enabled, validated, and enshrined min/maxing like never before, since it had recommended wealth by level, easy crafting, and clearly-priced items. ![]() Look, whatever 3e brought to the table, the crafting rules caused a lot of trouble. It's just not supported by official rules that quantify everything to make it a default in places like Adventurer's League. ![]() You either have it ahead of time, or your friend stays dead. Revivify cost 300g in diamonds, per casting. Find Familiar requires 10g In incense every time you summon your Familiar by casting the spell (including changing it’s form), etc. The APs tend to end before that, but nothing about that suggests that the game ends at those levels.Īugury requires 25g worth of specially marked items for divination. Or commission a piece from an Artificer, or buy one from a collector, etc.ĭata shows that most games end around level 12-14. Eberron is explicitly a world where you can buy common and many uncommon magic items from a Cannith licensee Crafter’s Guild crafter or merchant. Those two sources, and the new Eberron book, directly indicate that “this can happen”. ![]() There are guidelines in the DMG and Xanathar’s Guide To Everything for buying magic items.īuying magic items is explicitly allowed, with the “catch” that it’s up to the DM whether an item can be found for sale, and what price it might have, and whether you’d have to also do someone a favor to even get “in the door”. ![]() I think each of these statements is untrue, actually.
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