2 different Wands of Magic Missiles

Post/Author/DateTimePost
#1

cyberakuma13

May 21, 2015 17:38:17

So, the Wand of Magic Missiles in the Basic Rules (as well as the Lost Mines of Phandelver) is slightly different than its counterpart in the DMG.  The basic one maxes out at 3 chargers per use, while the DMG one has no limit.  Apart from being really confusing to our group, it is really overpowered if you find it as a level 1 in Phandelver, then read the DMG version and start casting Level 7 spells as a level 1 player.

 

Are there any other discrepancies between the items in the basic rules and the DMG?  Is this an error?

#2

pukunui

May 21, 2015 18:03:04

cyberakuma13 wrote:
(Reply to #2)

cyberakuma13

pukunui wrote:
#4

OoftaMeg

May 21, 2015 18:24:49

Some of the initial adventures were written before the rules were finalized so there will be minor discrepencies.

 

I don't have an exact list ... 

#5

pukunui

May 21, 2015 18:27:49

cyberakuma13 wrote:
#6

Azzy1974

May 21, 2015 18:40:37

cyberakuma13 wrote:
#7

cyberakuma13

May 21, 2015 18:42:05

OoftaMeg wrote:
#8

cyberakuma13

May 21, 2015 18:48:52

Azzy1974 wrote:
(Reply to #7)

OoftaMeg

cyberakuma13 wrote:
#10

pukunui

May 21, 2015 19:14:09

cyberakuma13 wrote:
#11

cyberakuma13

May 21, 2015 21:07:18

 

pukunui wrote:
#12

pukunui

May 21, 2015 21:13:05

Indeed. For the record, I've asked Jeremy Crawford about this via Twitter. I'll let you know what he says when he gets back to me.

#13

BRJN

May 30, 2015 17:24:41

tangent:

When 4e changed the Magic Missile power's description, I decided to allow the option to take one or the other but not both.  I rationalized it by saying the differing features reflected two different schools of magic with different priorities.  One wanted a never-miss capability and accepted low damage in consequence.  The other wanted to blow away their target and were willing to give up finesse in exchange.  I also was of the opinion that Netheril would rather hit but Thay would rather overpower you.

 

In a similar vein, the differing 5e Wands of Magic Missile might represent some individual Wizard's personal preferences and creation of experimental devices not yet (never will be?) ready for widespread distribution.

 

If you decide to incorporate the DMG rules for crafting new magic items, the Wand found in Lost Mines might have to be reverse-engineered (or copied) instead of using the 'standard formula' that creates a standard (read: as in DMG) Wand.