Economy

In a D&D campaign with only one DM and a set group of characters, the DM can completely control the rate of acquisition of magic items and money simply by controlling the rate at which he gives out treasure. However, when we are playing modular adventures with multiple DMs and multiple characters, the DMs can no longer prevent characters from gaining too many magic items in this way. So, we have put in place limits on how characters can acquire magic items.

House Rule 2: You can only have a number of magic items found through adventuring equal to your level. This includes items you previously found and have since sold. This does not include items you have purchased. In other D&D games, DMs simply won’t give out more than 1 magic item per character per level. However, in our modular adventures, most DMs will give out magic items at the end of each adventure, and since characters can run multiple adventures per level, this rule prevents characters from ending up with too many magic items.

House Rule 3: You cannot use or sell a magic item that is higher than your level + 4. In other D&D games, characters will usually be the same level, and DMs will simply give out magic items that are appropriate for their level. However, in our modular adventures, characters could have a moderate difference in level, so this rule prevents them from using items that would give them an unfair increase in power.

Economy: Money and items cannot change hands between PCs in any way. In other D&D games, players would just be playing one character, and there would be no need for this rule. However, in our modular adventures, players can play multiple characters of varying levels that are existing concurrently in the same world. This rule prevents characters from handing off items to other characters between adventures and prevents characters from getting more items than they should have. There are three exceptions to this rule below.

Hiring a Ritual Caster or Alchemist: You can ask other PCs to perform a ritual for your character, and you must pay the component cost of the ritual. The caster cannot receive compensation beyond the cost of the ritual. This includes the Enchant Magic Item ritual and other similar rituals (note that the cost for upgrading a magic item is the difference in value). You can ask a PC to enchant an item to a level beyond your own, but you must still meet House Rule 3 to be able to use it. The PC performing the enchant must be at least the level of the enchantment being placed. You can hire a NPC to perform a ritual for your character for the component cost + a 20% fee. You cannot hire a NPC to perform a ritual higher than your level, unless that ritual is a Restoration ritual (this also means the NPC cannot enchant an item to a level higher than your own). Other PCs can seek Restoration rituals on the behalf a PC who is unable to request for help (the character is dead, petrified, etc) with the player’s permission. The PC being restored must pay the component cost (including the 20% fee if the caster is a NPC). If the ritual caster is performing the ritual off a scroll and found the scroll through adventuring, the recipient can choose to pay up to 20% of the component cost of the ritual (the value the caster could get for selling the scroll to a NPC). If the ritual caster is performing the ritual off a scroll the caster created, the recipient must pay the full component cost just as if the caster was casting the ritual normally.

Borrowing Items During an Adventure: You can give magic items to other characters during an adventure, but all items must be returned to their owners at the end of the adventure. Both the owner of the item and the borrower must be participants in the adventure for this to occur.

Exchanging Consumable Items Between Characters: Characters participating in an adventure together can give or sell each other consumable items, ritual components, or mundane items. These do not have to be returned at the end of the adventure.

Pickpocketing: PCs cannot pickpocket valuables from other PCs.

Selling items: PCs can sell magic items, consumable items, ritual books, ritual components, and mundane items to NPCs during or between adventures for 20% of their value.

Economy

The Sol Adventurer's Guild Eklinaar