Blacky the Blackball wrote:I don't have any of the Essentials stuff, so what does "rarity" actually do in game terms?
I mean if DMs still decide what items a party finds, and if characters can still use a ritual to make any item they like out of raw essentia, where does rarity come into things?
What's the difference between a "common", "uncommon" and "rare" item?
The rarity idea recognizes that some items are more powerful than their level suggests. So, for a given level X, the best items are rare, followed by uncommon, followed by common. So in the list above, Gauntlets of Ogre Power are among the best 5th level items. In game terms, under normal circumstances, PCs can only create common items using the Enchant an Item ritual. Uncommon and rare items are created with lost magical knowledge. This effectively puts a limit on what the players might create (assuming the DM gives them free reign on what to create.) This brings back more control in the hands of the DM than what the rules assume.
Item rarity also has an impact on the price. A rare item can be sold for 100% of the price, uncommon items for 50% and common items for 20% (same goes for the residuum produced by disenchanting the items.)
There is also a different distribution of items. 5% of all the items given to PCs should be rare, 45% should be uncommon and 50% should be common. In practice this translates into at most 1 rare item per PC per tier.
With these rules in place, the rule about one daily power per tier per item are removed.