<Merc> Limited Use Items: If you're playing a one-shot random dungeon, one-use items cost 5 times their normal price and charged items have 1/5 as many charges. In a oneshot adventure, in which it doesn't matter if wether you use up your items, one-use and charged items are a lot better than in a regular campaign.
Mmmm. I'll go ahead and not upprice items, but the 1/5 charges ruling is in effect.
Ruling on feather token: tree.
If a token is used in a space where there is not enough room, it will attempt to push through. If this fails the token vanishes, wasted. As a general rule of thumb, thick/solid stone or metal will block it, but more decayed stonework or lighter materials will yield.
[13:17] * Ebiris isn't sure the wand is at all worth it, now. Basically costs 15gp per HP assuming average rolls.
[13:18] <Halbarad> How much do the potions cost?
[13:18] <Halbarad> 50gp?
[13:18] <Carthrat> Actually, now that I think- yeaaaaaaaah
[13:18] <Ebiris> Yeah.
[13:18] <Carthrat> You can get 10 potions cheaper than the wand
I think you need to either reconsider that rule or go the whole way with it, Dune. As the example posited above makes clear, one-use items now eclipse charged items, which is pretty lame.
Indeed, that's a very good point. Okay, one use items are now doubled in cost. How will that effect the math?
Using Cure Light Wounds as the example, here.
750gp gets either
1 wand with 10 charges for 1d8+1 healing.
7 potions for 1d8+3 healing (and 50gp spare).
15 scrolls for 1d8+1 healing.
Assuming average rolls, it works out as follows.
Wand: 15gp per 1hp
Potions: 14.2gp per 1hp
Scrolls: 10gp per 1hp
In that case I'm going to fully reinstate the above rule from the DMG and factor that into dungeon design.