Does your campaign have magic shops?

Does your campaign have magic shops?

  • Yes. Players subtract the gold from their sheet, and show me an item from the DMG, and they have it

    Votes: 27 7.5%
  • Yes. Magic item exchanges are roleplayed, but most items are available, and are generally available

    Votes: 13 3.6%
  • Yes. Magic item shops exist, though they do not necessarily have all the items in the DMG available

    Votes: 124 34.3%
  • Yes. Magic item shops are prevalent, although they might require a quest for powerful items, such a

    Votes: 59 16.3%
  • No. Magic items can be traded for only with powerful spellcasters, who are rare, and trading for go

    Votes: 45 12.4%
  • No. Magic items can occasionally be traded for, but are in large part looted or crafted.

    Votes: 78 21.5%
  • No. Magic items are so rare that they are only looted and/or crafted.

    Votes: 16 4.4%

Terwox

First Post
Does your campaign allow magic item shops?
If so, to what extent?
I'm trying to phrase the poll as neutrally as possible.
Feel free to chime in with your comments.
 

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Note:
As well, this is to DM's, about their current campaigns. (Pick your favorite campaign if you're running multiple campaigns.)
If you're a player, pick your favorite campaign.
I would also like to mention that I have played with all of these options, and enjoyed each of them very much -- they're all "valid" ways to play, they're all quite fun.
So, this thread isn't about which is "better" -- simply which is more popular among what people are running right now. Thanks!
 

I would say yes, almost every town has one because magic is such a huge force in the world, but the magic items available are not powerful unless they trade magic items for magic items. I do have one gnomish merchant though, who sells anything at all for a huge reduction in price, but it tends to have unanticipated and sometimes beneficial effects. He tends to travel alot, so they encounter him much more than one would think.

I usually make up my own items, or put a spin on the magic items in the DMG. If my players ever subtracted gold from their sheet and put a specific item in their inventory without telling me and told me they just bought it, I would laugh and then they would notice detect magic reveals nothing about it and that they wasted alot of money :D .
 
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Mine is the first option; players can get anything easily in a big city, and the buy so much it's usually not worth playing it out. We sit down, everyone says they'rre buying items, comes up with a shopping list and buys. Even this way, far too much time is wasted on buying stuff.

My setting (in this era) is fairly high-powered, and it's not magic-as-technology, but it's far more advanced than most fantasy settings. So this approach makes sense for me.

Next game I run, things could (and might well be) different.
 

hah, yeah -- subtracting gold and saying "I bought the item at a magic shop!" is completely inappropriate unless your DM gives you the get-go.
I've never played a game like that, although I've run one once or twice -- it's whimsical, and it's certainly FAST. As compared to other games I've played in where roleplaying purchasing items can take three hours. (Not that that's bad either! But it's certainly a large difference.)
hehe, but yes. "buying" an item by subtracting gold without DM permission... it's either rude, or a miscommunication, or an incorrect expectation. (Or some other category, but hey.)
 

Also, I should mention this:
My last campaign was crafted magical items only, and it was a hit. My current campaign is still in preliminary stages, and the outside world hasn't been accessed yet, and I'm not sure how prevalent magic will be. Also, the idea of "magic shops" is ranted against rather heavily on the boards sometimes -- so I'm curious as to how many people simply use them, but don't really make heavy defenses about using the method.
I'm curious if less roleplaying in a magic shops correlates strongly to high magic, but that's beyond the scope of this poll -- and, it certainly makes sense, and I'm sure it's likely more fun that way. I hear you, Ahnehnois, that it can still take too long to purchase items even doing it this way, though. hah. :)
 

In the campaign that I am writing, I have one prominent shop, mostly odd stuff that no player usually buys, but I have made it so players can negotiate for items they want by trading and paying more than market price. I know that seems harsh, but magic items should be rare, and thus treated that way. I have at least one powerful enough wizard to make most stuff. The players are usually willing to pay the cost required because they want the item bad enough.
 

IMC, items 10kgp and under are sometimes available at a magic shop. If they are not, they usually can be ordered and delivered in 0 to 6 months, depending on the item. There is an international chain, "Graee's Magics", which goes good business in buying magic items off of adventurers. They can often get an item from one location to another fairly quickly. (No one knows where, if anywhere, they keep their inventory. They have sunk a lot of money into infrastructure costs, however, and their ability to move items around has provided a high barrier to entry for any competing magic shops.)

Items over 10kgp are fairly rare, and usually only traded for other magic items. They can sometimes be ordered, but it may take a long time to get the product (two years wouldn't be that uncommon, which means in this campaign it's never going to happen since the player will have outgrown the item by the time it's available) and the player has to fork over a non-refundable deposit.

I've altered the DMG item creation rules such that items 10kgp and above usually have some sort of uncommon reagent that is also needed, one that a retired crafter wouldn't be able to easily get. In those cases, the player would also have to supply that item. If they do, the time to create the item is usually shortened to a timeframe within which the player finds it worthwhile.

The next campaign that I run will totally revamp the magic system. Instead of having mundane magic items, I'm going to create a way to have items be "soulbound." I am hoping this will solve a lot of problems that often exist in campaigns (ie if magic items are rarely destroyed why isn't the world overrun with them, in a normal campaign you can't give BBEG's neat toys because the players will just take them, as a PC why can I only sell magic items at half price and have to buy items at full price, even when I meet other adventurers, etc).
 
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Actually IMC since my campaign is highly magical there exists those "magic shops" that will trade, buy and sell items. Plus some weaponsmiths/armorsmiths etc will trade, sell and buy the items they deal with. This is normally only in the most major of towns and cities. Small towns, villages etc might have a temple or wizard that deals with scrolls and potions maybe a wand but not much more.
Now there is a Mage of incredible power in the world that has a "shop" in almost ever major city. He trades in magic, and hates gold, but will accept if but the price goes up. I can't go into too much about this one as my players wonder about him but haven't dug too much yet and they read the boards. They only recently learned he had multiple shops around the world have finding 2 additional ones.
However all trades, buying and sale of magic item must be role-played and thier character's charisma and skills can make a big difference in what they find and how much they get or have to pay.

RD
 

The are some magic shops in my homebrew world... One is located in the biggest city of the prime material plane, the rest are located on the planes in cities like Union, Tunarath, Sigil and the City of Brass. Guilds, churches and orders on the material can sometimes help members aquire items they want and there's a world-spanning arcane order where you can buy/sell/trade some magic items.
 

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