Enhancements and Runes (Otari)

The default for magic weapons (armor etc) is to have enhancements, not runes.

''What this means is that if you find a +1 Striking Longsword, assume the potency and striking enhancements are permanently fixed to that particular weapon, and can't be moved. In other words, it works like in most other editions of D&D.''

Runes
Runes as defined by the core rules still exist in the campaign. They're just not the default.

Runes cannot be purchased or crafted. You can still find runes (and items with runes) as loot.

Enhancements
Enhancements work exactly the same as runes except they're not transferable. Enhancements count as runes for the purposes of limitations and stacking rules. For instance, a +1 weapon can only have one property rune or enhancement. (And whether the +1 comes from a potency rune or a potency enhancement doesn't matter.) A weapon does not become +2 if you transfer a +1 potency rune to a weapon with a +1 potency enhancement.

You can transfer a more potent rune to effectively overshadow an enhancement, but since this doesn't involve upgrading any rune, you do not get a discount. For instance, upgrading a +1 potency rune into a +2 potency rune costs 900 gp, not 935 gp since you get back the 35 gp for the +1 potency rune. This does not apply to enhancements: transferring a +2 potency rune to a sword with a +1 potency enhancement still costs 935 gp. On the other hand, should you transfer away the rune, the enhancement is still there, ready to again become functional.

There are no plans to lower the price of enhancements compared to runes.

''It is hoped heroes will more strongly consider to actually use specific magic weapons they find since the alternative to simply strip them of their useful runes no longer exist. The alternative to sell it for half price does remain, of course, but this is only half as effective.

Also, it is anticipated that runes that do enter play will become highly coveted magic items.''