Runes

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

To be able to talk about magic that isn't transferable, we'll use the term "enhancements".

''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.''

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

The main reason for this is because there is next to no market for used items in this campaign.

A +1 Striking Longsword is worth 100 gp, regardless of how the magic is supplied. Either it is a 100 gp magic sword, or it is a 1 gp Longsword transcribed with the 35 gp +1 potency rune and the 65 gp Striking rune.

''It is anticipated that runes will become highly coveted magic items. Also, it is hoped heroes will more strongly consider to actually use specific magic weapons they find (i.e. contraband) since it is no longer trivial to just strip them of their useful runes.''