My take on magic items in a fantasy rpg setting

clockworkjoe

First Post
All this talk about buying magic items and magic stores has gotten my interest. You see, it's been an issue I've thought about for quite some time. I even wrote an article in KODT about it called the Wealth of Dungeons. Here's my take on the subject:

In order for a GM to determine whether magic items can be bought or sold, the GM must figure out how valuable magic items are viewed by the people of that campaign world. This is how I think magic items would be viewed by most 'generic' fantasty settings like Greyhawk or Forgotten Realms.

A magic item is considered to be as useful as a swiss army knife, only instead of a little knife, scissors, and a nail file; you have a machine gun, a defribiliator, a supercomputer, a jet, an aircraft carrier, a force field, and a nuclear missile. Because of that, magic items have a demand that can not be comprehended. There would literally be an unending demand for all magic items and all orginizations from governments to criminal gangs would do everything in their power to hoard them.

Magic stores are a laughably stupid idea in general. Aside from the difficulty of protecting the store against thieves, what power would allow a merchant to sell items that grant incredible powers to whomever holds them? That constitutes a grave threat to any government. Simply selling magic items creates political instability since by ANY definition, magic items are extremely valuable military resources. If you were a king, would you allow someone to sell magical swords and armor that would make a warrior all but invincible in combat or at the very extremes, a ring that granted 3 wishes?

Logically, anyone with half a brain will hang onto their permanent magic items as long as possible and sell them only when it profits them the very most while 1 shot items will be used when the user gets the most benefit out of them. Thus, the more powerful a person/group is, the more magic they accumulate. Even items the group doesn't immediately use can be stored as an asset, like land, jewels, or fine art. Any time a magic item does appear on the market, a buyer will almost immediately pop up to keep it. A large kingdom can NEVER have enough +1 long swords for their army.

In the end, like so many other (demi)human activities, magic item economics is about control. More magic means more power for the owner and that will remain a universal in any setting with governments and magic items.

How this affects your campaign:

This isn't to say that players could never ever buy magic items. Generally, I allow players to find a way to buy item x if they're willing to work for it. Of course, I think that GMs should allow players to pursue any goal, provided the GM throws them sufficient challenges to overcome that goal.

(Incidentally, I think this is important for any campaign. Players should be encouraged to make goals for their characters and GMs should allow them to try and win or fail. The idea isn't to give players everything they want, but to give them a chance to try)

In my Forgotten Realms campaign, magic items can usually only be purchased from two groups, the Red Wizards and the Skaven (Slitheren imported from SL). And they tend to charge at least twice as much as the DMG says. Why? Because they have a near monopoly on the market and no other group can fill that demand or even want to)

However, a specialist type of merchant, known as an agent, can fill the demand for adventurers wanting a specific magic item. Adventurers approach an agent and tell them want magic item they want. The agent then approaches several powerful groups with a surplus of magic items and asks them if they would be willing to part with item X to sell to adventurer Y. The agent then handles several rounds of negotiation between the two and eventually the item can be sold if the adventurer is someone the group likes. For example, the Church of Illmater won't sell a flaming longsword +1 they bought from a sellsword who retired to a ruthless pirate who routinely works for evil groups like the cult of the dragon.

The notable exception of this are potions and scrolls. Healing potions are a major industry, and practically all churches brew healing potions for profit. Many spellcasters often sell scrolls to finance their own research. But scrolls have a much lower demand than potions since only other spellcasters and some rogues can use them.

Also, as a rule of thumb, all magic items cost at least double than what it says in the DMG.

--

So what do you think of my take on magic items and the economy ? :)
 

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Nightfall

Sage of the Scarred Lands
Nice but please explain this to me. Just how the hell do the Slitheren produce Magic Items?! I mean I know they can (hell the Warrens of the Ratmen proves that point elquently(sp)? I mean are they like Forge Crawlers, making many things, or are they more like the traditional type of Slitheren, like Red Witches and White Wraiths? Just curious there clcokworkjoe.

Btw, Magic of Faerun I felt helped explain some of the availability issues for an FR campaign. I like yours though. I do think you and I see some thing similiar...but I guess it's different in that I always figured this "If magic becomes a problem, Mystra will just shut it off."
 


Zappo

Explorer
Well, not all magical items are ultra-powerful machines of destructions that can level cities. Most aren't, actually. Most magical items are low-level scrolls and potions, and you don't really risk anything selling them. Same goes for the majority of permanent magical items.

A sword +1 doesn't make you invincible. It doesn't even make you incredibly powerful. It just gives you an edge. Same thing for armor +1.

Now, when we talk about certain items - ring of three wishes, staff of power, or even a wand of fireballs - yeah, they are dangerous and probably highly requested. But that doesn't mean that every magic item is dangerous and highly requested, or even that most are.
 

Tsyr

Explorer
Agreed w/ last posted.

A person in my game had just gotten a magic sword... his first time playing the game ever, might I add. He was really excited (It was a +1 keen longsword). Kept going on about how cool it was to everyone. Finaly he started thinking it made him godly or something... in a tavern he started bragging about how powerful in combat he was (not mentioning the sword)... Some city guardsman one level higher than him smacked him right down :)
 

In general I like it. Make the PCs work for magic items they get, or create them themselves.

My preferred solution is to make them even harder to come by, however, and make masterwork swords capable of "levelling up" via the Dragon Magazine article on doing so. Such "levelled up" weapons, armor, etc. are only good for the person who originally used them, as the "levelling up" is a hand-wave for the equipment picking up magical vibes, karma, or what-have-you from that user.

Powerful items, like rings of wishing and the like, are made by extremely powerful wizards who generally have their own ideas of what they'll be used for. Generally, they're for their own use, and thus aren't "on the market." However, I'm a big fan of the idea of patronage, as if used to be used in the early Dark Ages. Loyal servants, vassals, retainers, etc. would have recieved these kinds of things, from time to time, as a reward for their service. That's the way I typically get the more problematic magic items into circulation. However, I like to limit my magic items: they only work for certain folks, or the like, that way the whole loot the bodies mentality becomes fairly useless.
 

clockworkjoe

First Post
Nightfall said:
Nice but please explain this to me. Just how the hell do the Slitheren produce Magic Items?! I mean I know they can (hell the Warrens of the Ratmen proves that point elquently(sp)? I mean are they like Forge Crawlers, making many things, or are they more like the traditional type of Slitheren, like Red Witches and White Wraiths? Just curious there clcokworkjoe.

Btw, Magic of Faerun I felt helped explain some of the availability issues for an FR campaign. I like yours though. I do think you and I see some thing similiar...but I guess it's different in that I always figured this "If magic becomes a problem, Mystra will just shut it off."

In my campaign, the skaven are divided into two major groups, the clans and the priests. The priests are fanatical and unreasonable.

However, the clans are more like organized crime families. They deal with whoever can afford their services and goods. The skaven artificers are sorcerers and druids with the appropriate skills.
 

Maldur

First Post
What about this:

A butcher uses a good set of knives. As he sharpens his knives evey day ( youneed sharp knives to work) he goes through about 4 sets a year. ( It might be more Im no butcher).

So he spents about 4 X 3 = 12 x 302(masterwork dagger) = 3624 on knives a year!

Now if he uses a enhanced knife set he spents 906 +3000 = 3924 but he can use these for ever!

In a high magical world there should be more Magical items!!!


( I used a masterwork dagger for a quality butcher knife)
 

Storminator

First Post
Joshua Dyal said:
In general I like it. Make the PCs work for magic items they get, or create them themselves.

My preferred solution is to make them even harder to come by, however, and make masterwork swords capable of "levelling up" via the Dragon Magazine article on doing so. Such "levelled up" weapons, armor, etc. are only good for the person who originally used them, as the "levelling up" is a hand-wave for the equipment picking up magical vibes, karma, or what-have-you from that user.

Oooh! I just had an idea! Hard to explain, let me give an example:

A fighter pours 1000 XP into a sword, getting whatever cool power that grants. Someone else gets the sword. In order to use said cool power, the new owner has to spend 500 XP (fraction randomly chosen), otherwise it's just a MW sword.

Hey, you could have some ancient sword that multiple owners have leveled up, then at the climactic moment, someone activates all those powers at once!

OK, I just thought it up, not thru.

Comments?

PS
 

clockworkjoe

First Post
masterwork weapons are the absolute highest quality. A well sharpened dagger is not a masterwork dagger.

Also, enchanting weapons takes a spell caster with a few levels and some experience to burn.
 

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