[citansdnd] Re: D&D Essentials update (part 1)

  • From: Steve Bartalamay <lanzlo@xxxxxxxxxxx>
  • To: citansdnd@xxxxxxxxxxxxx
  • Date: Wed, 15 Sep 2010 21:38:40 -0700

OK, I just picked this up, and I was right. Let me quote directly from the book:

"Rarity A magic item's rarity indicates how easy it is to obtain in the 
Dungeons and Dragons world.

Common magic items are the sort that the most advanced dwarf smiths and elf 
weavers create in their workshops. These are generally simple, often having 
only a single special property: a bonus to certain skill checks or attacks, 
enhanced effects on a critical hit, and so on.
Adventurers can purchase these common magic items just as they can buy mundane 
equipment, though few shops or bazaars routinely sell them. Some fantastic 
locales, such as the legendary City of Brass in the heart of the Elemental 
Chaos, have such markets, but those are the exception rather than the rule. 
Adventurers must usually seek out the artisans who create common magic items, 
though they are not too difficult to find. In most situations--particularly 
with a little free time to spend--adventurers can buy any common magic item 
they can afford without the shopping trip becoming an adventure in it's own 

Uncommon and rare magic items are not normally created in the current age of 
the world. These items were crafted in the distance past, some even during the 
Dawn War, and the techniques for their creation have been lost to the ravages 
of time. Now they are found only as part of treasure hoards in ancient ruins 
and dangerous dungeons. Uncommon items are more complicated and potent than 
common items, though they usually carry a single property, a single power, or 
one of each. Rare items are even more complex and wondrous, frequently having 
multiple properties or powers. Such a marvelous possession can help define a 
character's identity."

There you go. Also, the resell value of the three tiers is as Matt said: Common 
resells at 20%, Uncommon at 50%, and rare at 100% purchase value.

On Sep 13, 2010, at 3:41 PM, marbleminotaur@xxxxxxx wrote:

> Oh, I know what you meant. I was just pointing out that this is how it 
> already IS done. Or at least how it SHOULD be done if you have a GM who 
> follows the Parcel handouts. Magic Item availability is ultimately up to the 
> GM already. How do you GET Magic Items anyway? Treasure Parcels. How do you 
> get money to BUY Magic Items? Treasure Parcels. A GM with a good head on 
> his/her shoulders wouldn't have "Uncommon" items available unless they want 
> it to be in the first place. You can even get creative and make a skill 
> challenge to find a seller for said item. In the latter case, getting the 
> item would probably BE a Treasure Parcel handout at that point. Looking at 
> the math, if the party has enough money to purchase a Magic Item, it is 
> usually going to be equal to or LOWER in level than them because the money 
> handed out in treasure Parcels works that way. That's the way it's SUPPOSED 
> to work. It hasn't changed yet, and I doubt it will. As I said, this 
> Common/Uncommon/Rare thing is more likely to be akin to showing GMs new to 
> the system how to handle the Parcel system.
> -----Original Message-----
> From: Steve Bartalamay <lanzlo@xxxxxxxxxxx>
> To: citansdnd <citansdnd@xxxxxxxxxxxxx>
> Sent: Mon, Sep 13, 2010 3:26 pm
> Subject: [citansdnd] Re: D&D Essentials update (part 1)
> OK, I think you mis-interprited what I meant there. My thought is that Common 
> items would be available anywhere. Go to some podunct village out in the 
> middle of nowhere, and the local Hedge Wizard would most likely be able to 
> sell you a few healing potions, and maybe a +x enchant on an item of your 
> choice. Anything more 'specialized,' like a Pact Sword, would be out of his 
> ability to provide; for that, you'd have to go to a larger town. One with 
> actual walls, and several wizards selling items; if one doesn't have it, or 
> can make it, he most likely will know somewhere to get it.
> On Sep 13, 2010, at 3:11 PM, marbleminotaur@xxxxxxx wrote:
>> I doubt they'd mess with the estabilshed economy like that, seeing as it 
>> would negate the entire chapter on Treasure parcels in the DMGs and render 
>> both Adventurer's Vaults as useful as two hardback paperweights. What's been 
>> established, and has been written in many places is that "Common" Items are 
>> your basic +X Enhancement bonus Magic Items. They *might* tweak the prices 
>> of those, but it's unlikely. Uncommons are anything that aren't your 
>> standard +X Enhancement bonus magic items and I'm guessing those are going 
>> to be entirely untouched except for a shiny new "Uncommon" sticker attached 
>> to them. Rares are probably a few choice older Magic Items from the past (My 
>> bet is that they make the Holy Avenger a Rare) and new stuff we haven't seen 
>> yet.
>> On the topic of items being "out of reach" for certain levels, that's 
>> already a core rule. It's been a core rule since day one. Items have levels, 
>> and the great majority of the time they're handed out at the GMs discretion 
>> ANYWAY. Overhauling the system would be ridiculously game changing at this 
>> point, and they would have told us this from the moment "Essentials" left 
>> Wizards' mouth. They won't be changing the already established Magic Item 
>> structure they've already built. A "Rare" Level 6 Magic Item will still be 
>> worth the same as an "Uncommon" Level 6 Item, they'll just be given to the 
>> players at the discretion of the GM as the only difference in availability. 
>> My guess is that there will be extremely few Magic Items given the label of 
>> "Rare". After all is said and done, I forsee maybe 10% of the entire 
>> collection of Magic Items released over the years being "Rare". I'm also 
>> going to guess that a great majority of the Rare items will be released as 
>> DDI exclusives, since that's how Wizards likes to roll when they do things 
>> like this. Just speculation here based on track records though.
>> Another reason I highly doubt that Uncommons will be barred from purchase or 
>> creation is that if that is the case... then what's the purpose of even 
>> having "Rare" as a tier of item? They'd be absolutely identical. No, what 
>> I'm seeing is this whole Common/Uncommon/Rare debacle is just a fancy 
>> painted guideline meant to make handing out treasure easier on the GM. Just 
>> like how all the new class builds in Essentials seem to be tooled more 
>> towards making things easier for new players, it's only natural to think 
>> that they'd do the same sorts of things for new GMs.
>> -----Original Message-----
>> From: Steve Bartalamay <lanzlo@xxxxxxxxxxx>
>> To: citansdnd <citansdnd@xxxxxxxxxxxxx>
>> Sent: Mon, Sep 13, 2010 2:36 pm
>> Subject: [citansdnd] Re: D&D Essentials update (part 1)
>> My thoughts on this are that Common items can be bought as a starting 
>> character, if you can afford them. Uncommon items will be out of reach from 
>> the lower levels (probably until 5 or so... don't hold me to that...) but 
>> are available if you're creating, say, a 7th level character; you could 
>> still find them for sale in an ongoing game, if you look. Rare items would 
>> only be in the hands of the GM, to hand out as he sees fit.
>> It appears that Commons would be dirt cheep because they're useful and 
>> plentiful. Uncommons would be more specialized adventuring equipment. Rares 
>> would be more along the line of "Oh my god! I can't believe I just found 
>> this! This rocks!"
>> On Sep 13, 2010, at 2:14 PM, marbleminotaur@xxxxxxx wrote:
>>> I'm pretty sure the article at critical hits is what they're going to do. 
>>> The only information that mentioned Uncommon Items not being able to be 
>>> bought or made was a Twitter post that was made BEFORE the critical hits 
>>> article, and we all know Twitter's about as reliable a source of 
>>> information as The World Weekly News. My hard money's on Uncommons being 
>>> able to be bought and made, otherwise how the Hell would you be able to 
>>> create higher levelled characters?
>>> Any other information I found either didn't say specifically or was 
>>> hear-say. Good lord the Wizard forums was all in a panic with no hard facts 
>>> at all, just people jumping to the worst possible conclusions. The Critical 
>>> Hits article is the only place that seemed to break it down and address the 
>>> issue, and seeing as it was an article written AT THE CONVENTION ITSELF I 
>>> trust them to get their damn facts straight. Even after the guy posted the 
>>> article, they were still freaking out for THIRTY SOME PAGES about the 
>>> earlier Twitter post as if it were the be-all, end-all to the argument when 
>>> we'd JUST been given something reliable stating the CONTRARY.
>>> Seriously, people need to stop worrying about Essentials. They're not going 
>>> to do anything that outlandish, and I KNOW they won't. It'd be too game 
>>> changing and blatantly contradicts what has already been established about 
>>> the line from reliable sources. It's not like the designers are twirling 
>>> handlebar mustaches and devising evil plans to catch Penelope Pitstop and 
>>> pull a fast one on the people who play their game. You honestly expect me 
>>> to believe that they're deliberately pumping out false information to the 
>>> press so they can leap out and go "HA HA! WE SURE FOOLED YOU! HA HA!" when 
>>> we finally get Essentials on the shelves and realise all the information 
>>> we've been given was a lie? Wizards would be FINISHED.
> --------------------
> "Laugh…and the world laughs with you. Laugh hysterically, for no apparent 
> reason, and they’ll leave you alone."
> Steve Bartalamay
> lanzlo@xxxxxxxxxxx

"Laugh…and the world laughs with you. Laugh hysterically, for no apparent 
reason, and they’ll leave you alone."

Steve Bartalamay

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