I can't believe you are actually allowed one of those from the start -_-.
Why a combat focused game gives so many resources that trivialize and or seriously unbalance combat when you'd think that it, being the focus of the game, would be more fine tuned is I suppose just one of those mysteries of life that we'll never have any idea about why it's like that.
¯\_(ツ)_/¯
Actually, I would assume that it is full of broken messes like every other combat focused game in the world
. Unless you can look me in the eyes and tell me D&D doesn't have any cheesy things like this. Or maybe D&D was actually supposed to be about telling minions what do do all along?
So uh, how the hell does equipment and it's acquisition work? I did everything else except this whole equipment thing
For the first one? Basically, you get all the modifiers to +0 and you can get an item. You automatically get +30 from only buying a single item, and can move the quality up or down to get a rare item or two.
Quick-Acquisition chart:
Avaliablity +70 Ubiquitous +50 Abundant +30 Plentiful +20 Common +10 Average -0- Scarce –10 Rare –20 Very Rare –30 Extremely Rare –50 Near Unique –70 Unique
Scale +30 Negligible +20 Trivial +10 Minor -0- Standard –10 Major –20 Significant –30 Vast
Craftsmanship +10 Poor -0- Common -10 Good -30 Best
So if you want an item that is Extremly Rare, you have (+30, -30), which means you can put the Craftsmanship at Common which costs 0 and get it. If you want something that is Unique/Near, you can't get it
. If you want something less rare, you can make it a higher craftsmanship.