House Rules

This is our first 4e game (at least for most of us) and we haven't strayed too far from the core rule set. There are a few corners that haven't suited as well, however, for which we've connived our own rules.

Magic parcels

We've created a concept of an "item scroll" that can be converted in to any item of a specific magic level. For example, a 4th level item scroll can become any 4th level weapon or armor. The scroll represents the item cost, enchanting cost, etc.
The characters do have to be able to find an item they wish to enchant. This caveat exists to limit the creation of wondrous items that would not naturally be found in current surroundings. Roughly 2/3rds of magic parcels have been awarded as item scrolls.
The party determines what items to enchant and how they should be distributed. A scroll may not be divided in to multiple items or combined with another scroll. One scroll one item.

Sale of Goods

Selling items at 20% of their value certainly isn't heroic! Also, it seems natural that enemies might have magic items not useful to the characters but still of sufficient value to be usefully liquidated. We wrote a house rule to govern the sale of magic items.
In highly populated areas:
  • A DC20 + 1/2 the item's level street-wise skill check finds a private buyer
  • A DC20 +1/2 the item's level diplomacy check succeeds in selling the item at 75% its published price.
  • A DC15 +1/2 the item's level diplomacy check succeeds in selling the item at 50% its published price.
The party finds at most one prospective buyer per day and can make two diplomacy checks per buyer, announcing which sale price is being attempting before the check.