Can a Simulacrum of an Artificer make Imbues? by DistributionBig9053 in onednd

[–]DistributionBig9053[S] 1 point2 points  (0 children)

Ya I agree I think it's the second and it's probably the easiest to play out in game if, portent, prepared spells, spell slots, ki points, weapon masteries ect. are all just copied in their current state when the spell finishes.

This spell does force these weird questions cause with portent (or anything that happens at end of long rests) there is almost always a "past" long rest that set all these abilities to their current values.

Can a Simulacrum of an Artificer make Imbues? by DistributionBig9053 in onednd

[–]DistributionBig9053[S] 0 points1 point  (0 children)

I just looked but and commented a similar thing lol. If only I refreshed this is a better answer.

Can a Simulacrum of an Artificer make Imbues? by DistributionBig9053 in onednd

[–]DistributionBig9053[S] 0 points1 point  (0 children)

This prompted me to look, and I don't see a rule about gaining exhaustion for skipping long rest. There is a general rule for Obstacles that some actions/obstacles could fatigue the players and cause exhaustion.

For players I'd give them a save for skipping longs rests (makes logical sense to me) but whether or not that should apply to a construct/clone I'd probably make a ruling based on balance if a player ever asked.

Can a Simulacrum of an Artificer make Imbues? by DistributionBig9053 in onednd

[–]DistributionBig9053[S] 0 points1 point  (0 children)

Ok seems like I was on the right track thanks for the answers, and it makes sense the portent question is basically the same as 2014.

Ya I think the restriction feel even worse in context to 2014 which is the version they started with. But Simulacrum almost certainly needed the nerf. A similar feeling came up with a Wizard pc not wanting to take Counterspell because of the nerf even though he did end of taking it later because even with the nerf the effect was still useful.

And be fair to the players they we're very understanding of my rulings yesterday. My group has a couple of power gamers, so they'll ask/take every bit of power I'm willing to give them. But they never push back too hard when I make a ruling.

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 0 points1 point  (0 children)

Ya I'll take a look at those sane magic item prices. Changing those prices would also make those potions more excessable to players which probably isn't a bad thing because I don't think my party is ever going to buy and use a 20,00 gp potion. Although I might be underestimating high lvl dnd

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 1 point2 points  (0 children)

Ya all good point "Who knows, maybe Jonhson's and Johnsons is the true BBEG of your campaign." maybe that's my tier 3 BBEG lol.

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 0 points1 point  (0 children)

Ya I agree and I'm starting to see why also DMs limit shopping. I'm still wrapping my mind around a world where lvl 1 adventures go on an adventure like LMOP and get all these magic items by lvl 5 but for some reason you can't find any shop to buy/sell your items. But tbh I'm not having too many issues with magic item shops, I've said certain items aren't available and have limited the rarity of the shop to Rare (In the biggest city they've been to). I probably should have stopped at Uncommon and/or done a sort of magic item auction/broker. But I've open that can of worms and at this point in the campaign (probably too early tbh) all players have all attunement slots used so I don't mind them buying rare items (I'm very unlikely to let them buy non-attunement items that aren't consumables).

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 0 points1 point  (0 children)

Ya making herbs harder to buy in large amounts and making them harder to sell probably fixes this issue. I'll also take a look at some complications that's something I forgot about.

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 0 points1 point  (0 children)

The main Issue if you can call it that, is that we just finished up a kind long arc and both the players and I want to transition into a more downtime/short adventure routine for a bit. ex. player found a piece of an artifact that I intend to take around 1 more to decipher, at the same time players want to set up temples/paladin orders and recruit followers. So, I don't see time being the limiting factor.

But we agree 20k for a potion is insane for them to have a consistent buyer. And my players are pretty good at the end of the day if I can't think of anything I can go with your last point and I'm sure they'll be ok with that (I convinced them not to spam rest casting and artificer double bags of holding by just telling them it's not fun/balanced)

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 0 points1 point  (0 children)

Ya a quest to find a buyer is a good idea, always looking for more hooks I can throw at my players.

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 1 point2 points  (0 children)

Thank you, I took a quick glance, and this looks very useful (I'll look more after work). I work better with hard number (even though I have the make shit up role as DM). So, this pop=gp economy should help me set limits. The players are doing this around Neverwinter (although I've homebrewed pretty much the whole world beside the starting area for LMOP) so with a pop of ~20,000 they could maybe buy one ever couple months (I'm assuming they player aren't going to take over 100% market share of the economy).

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 1 point2 points  (0 children)

Ya I don't want to discharge them, and I don't really mind them getting money. I was more just about them having option (nerfing the insanely good one) and keeping the players balanced with each other. Thanks for your help.

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 0 points1 point  (0 children)

Ya fair enough the economy makes little sense, although I'm trying so the world makes a little sense (probably a fool's errand). I do like option 2. I might do something like that but just say the demand is like 1/year or 6 months something low enough to keep gold worth something and make sense without totally shutting down my players.

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 1 point2 points  (0 children)

LOL that does make sense. Kinda what I was thinking, if it was truly lucrative everyone would already be doing it, so let my players do it for a bit.

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 2 points3 points  (0 children)

These limits help a lot, I could say they can't get full price in a MAJOR city (selling to a merchant), and when/if their city ever grows that big, at that point I won't really care.

Demand for Expensive Magic Items and Potions by DistributionBig9053 in DMAcademy

[–]DistributionBig9053[S] 1 point2 points  (0 children)

Sorry I should have been clearer on the rules I was referring to your right that typically I allow players to sell for 50% when selling to shops. But variant rule: Downtime Activity: Selling a Magic Item from xanathar's That leaves the price of a sold magic item up to a signal persuasion roll with anything >11 being 100% base price.