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Rules on Items!

1411888069

Edited 1618193940
Matt
Plus
Because of the Guild's unique format, there are a number of rules concerning items and equipment that may differ from other 4e campaigns. The most broadly applicable rules on items are listed below. Other houserules and clarifications, including those for specific items, can be found in the minor rulings document 's Items section. 1. There are very few buying restrictions in this campaign. If the item has a listed price in the compendium and you can afford it, you can purchase it with your GP at any time between sessions. Yes, if you want to buy +6 Curseforged armor and you've got 2,125,000 gp, you can. The primary restriction is that artifacts (items that track how much you are following the object's objectives), alternative rewards (boons, grandmaster training, etc.), and unique quest items that should only be obtainable through a quest from a specific adventure are not allowed. General rule: if it's not in the compendium, it's not available in this campaign (though not everything in compendium is available). Mundane items (see PHB p. 222 for examples) can be taken gratis, within reason. 2. If you have the enchant magic item ritual (see rule #11) or can convince someone in the Guild who has it to spend their time making you a magic weapon (of the ritual caster's level or lower), you get a 10% discount off the listed price. This is mainly so that the ritual casting aspect still has some purpose in this campaign if you choose a class that has that as a feature. If you are a person using a ritual to make a magical item for someone else, you get 5% of the price for performing the ritual. You can also use the Enchant Magic Item ritual to upgrade a magic item you have to a higher level version of that same item. The cost of doing so is the difference in price between the two items. Note that the logistics for doing this (below) are the same as if you were crafting a new magic item with the Enchant Magic Item ritual. Please note that because of Rule #4, the Disenchant Magic Item ritual does not exist for the purposes of this campaign. Logistics : If you want to use the ritual to make an item for yourself or another person, you have to show up at the beginning of a session, say "I am going to make [this item] for [this character]," and then you must sit that session out, since you will be using your in-game time to craft the item in the guild hall. The person for whom you are crafting it cannot use that item until the next session he/she plays. You may craft up to three magic items (or up to nine consumables) when you sit out a session, provided you can afford them. Crafting alchemical items follow the same rules as consumables and have the same discount applied to their creation. If multiple people wish to craft the same items, those people should attempt to work out who is crafting what quietly before the session starts; if they cannot come to an agreement about a specific item, then they will roll off (d20, no modifiers) when rolls close for the session. Note: Characters must gain at least one level after their creation before they can request that other PCs craft items for them or craft items for themselves. Additional note: Because this campaign has many players of disparate levels and wealth, the feats Master Crafter , Creation Mastery , and Pupil of the All-Father are not allowed. 3. When PCs obtain weapons, they are considered generic weapons of that enchantment . For instance, a DM may decide that an appropriate reward is a +1 lightning weapon. The person who gets it decides whether it's a longbow, a greataxe, a short sword, whatever. The goal is for people not to be saddled with powerful items they absolutely can't or don't want to use. Loot will almost always be at least usable for your character, but if you want to sell it to someone else in the Guild (see #5), they can choose for the enchantment to transfer to a weapon type of their choice without penalty. 4. When you obtain an item and you don't want it, you can sell it instantly for 25% of its list price . Please Note: There is no item rarity system as far as this campaign is concerned. All items sell for a flat 25% (unless you do #5). 5. If you'd like to help out your fellow Guild members, you can sell your weapons and other items to them (say you have a +2 weapon and you find a +1. Surely someone can use that!). Here's how that works: you can post the item in the Items for Sale Thread . The other person in the Guild can buy it for 50% of its list price. You, as the seller, get this money directly in gold to you: They get it for half the amount it would have usually cost, you sell it for twice as much as you would usually get for it. For instance, if you have an item that costs 1000 gp, someone else in the Guild can buy it for 500 gp, and that gold is now yours! Note: you are not allowed to sell items from one of your own characters to another of your characters. 6. Armor resizing : As far as this campaign is concerned, magic armor will magically automatically change size to fit its owner. I don't care if you're a goliath who bought it off a pixie teammate, you can wear that armor or assume that the enchantment was transferred to a suit of armor that fits you. Same idea as #3: the enchantment is what matters. 7. There will, on occasion, be a traveling merchant who will be selling specific item groups at ridiculous discounts! When he or she comes around, Matt will make a forum post and Discord announcement about it, and for a specified period of time, all items sold by the merchant will cost some percentage of their original price. This will be a fairly rare occurrence though, so don't hold your breath waiting for a huge discount that may be weeks in coming. 8. Item carrying weight : a few extra kilos is nothing among friends, but if it gets gratuitously obvious that you are carrying WAY more than you're supposed to, we will call you out on it, and you will probably have to sell some of your stuff. That or we may make you pay a fine for storing all your junk in the guild hall. 9. Non-magical thrown/shot weapons can be picked up from enemy corpses after the end of an encounter (or if you walk over to one and use a minor action to pick it up). This way people do not have to keep remembering to buy 10 new arrows after each quest. That being said, you should still have enough arrows/bolts/thrown weapons (if you want to use them) to get you through an encounter. If you plan on using a mundane throwing axe every turn, you should get more than two. If the attack destroys the weapon or ammunition, it cannot be recovered. 10. Magical ammunition is considered to consume and destroy the ammunition. For instance, if you buy 5 arrows of revelation and use them in an encounter, they are destroyed. You cannot go around after the battle and pick them up (that would be ridiculously OP). For the sake of simplicity, the enchantment's use burns through the ammunition, leaving it utterly useless, even as a normal arrow or sling bullet or whatever. 11. Rituals : You can purchase rituals in much the same way as magic items. To learn a ritual, sometime in between sessions, simply pay the market price of the ritual and add the ritual to your sheet in the appropriate section. You must have a ritual book to learn a ritual and the book must have enough free pages to accommodate the ritual (1 page per ritual level). Remember that you cannot learn rituals above your character's level. Each time you use that ritual in-game, you will have to pay the component cost in gold to perform it. (You do not need to have residuum or traditional ritual components to perform a ritual: you can just use gp. If a ritual requires a focus, you must still buy that focus). Ritual Scrolls (See PHB1) can be purchased outside of a session for that ritual's market price. The player still needs to pay any component cost during the session when using the scroll. Scrolls can also be crafted outside of session for a discount (as in Rule #2), but the PC crafting the scroll must already have that ritual mastered in order to make a scroll of it for themselves or another player. Each scroll to be crafted takes up one of the player's three "crafting slots" for a session. 12. Slotless Wondrous Items: You can have only 3 slotless wondrous items (scabbards, battle standards, floating lanterns, etc.) in heroic tier. This limit increases to 4 at lvl 11 and 5 at lvl 21. You may not have two of the same slotless Wondrous Items equipped on your character. Tattoos, which essentially have their own slot, do not count toward this total, but remember you may only have one magic tattoo at a time. Wondrous items that can be used as implements (such as bard items) also do not count toward this total, but they must be held or wielded to be used. Purchased creatures (e.g. mounts) take up one of these Wondrous item slots as well. 13. Mount Houserule : If you are mounted and have the Mounted Combat feat, when a power or item allows you to take an action (e.g. shift 3 squares), your mount can instead take that action (with you on it) instead of you. This does not extend to allowing your mount to make attacks for you. Please be aware that the mounted combat rules have been changed substantially since their initial publication; consult the Compendium for updated rules. The Mark of Handling feat and Goblinoid Mount Training feats are also acceptable to qualify for this houserule. 14. Treasure/RNG : Many DMs use our in-house treasure generator to determine loot, which comes in the form of gold (everyone gets some) and magic items (not everyone may get one depending on rolls). If a player character does not receive a magic item drop over the course of playing a whole level, that PC is said to have "RNG." This RNG can be turned in at the end of a game during loot rolls to get a guaranteed item! The DM running the game will still roll for what item you get, but you will be guaranteed to get something. All players must keep track of any RNG for each character on their own character sheet. Matt recommends that if you get an item at a level, you type "No RNG lvl X" in your action point box under your HP. RNG is a math fix for the treasure gen to prevent players from becoming completely destitute. You can read more details in the "Meta Stuff" section of the minor rulings document . 15. Unequipped Items: Because of Rule 1, there are very few buying and item restrictions in this campaign compared to traditional campaign formats where PC items are typically curated by the DMs. To prevent super rich/lucky players from game-breaking nonsense, we also have two Houserules concerning unequipped magic items. First , You cannot have more than five unequipped magic items on a character (not counting consumables). This rule is to minimize the effect of "golfbagging" on wealthy characters in the Guild. Second, You cannot carry multiple items with the same enchantment unless they are actively equipped (or they are consumables). This rule is to prevent PCs from carrying around multiple items with potent daily powers and swapping them out during rests. You can still dual-wield items with identical enchants. You cannot change equipment items (Arms, Head, Neck, Feet slots, etc.) during encounters or rests in sessions; you can swap shields and weapons using standard equipping rules.
Please note that the items rules have changed. Main change: the 20% rule is now 25%, and updates have been made concerning ritually-made items.
Question: You said that when selling items to another character, the new character can change the base item, +1 Lightning greataxe to +1 Lightning dagger for example. Does this also apply to rewriting a character of level 3 or lower? +1 Magic Leather Armor to +1 Magic Cloth Armor, for example.
ryncewynde88 said: Question: You said that when selling items to another character, the new character can change the base item, +1 Lightning greataxe to +1 Lightning dagger for example. Does this also apply to rewriting a character of level 3 or lower? +1 Magic Leather Armor to +1 Magic Cloth Armor, for example. Yes this is fine. It's the exact same item.
Rules on selling items to other players have been changed: Players now buy from other players for 50% of gold value, and the selling player receives all of that in gold (rather than the previous 40%).
1453937341

Edited 1453941205
Matt
Plus
Rule #11 updated to clarify ritual learning in this campaign. Rule #12 updated.