ZSutherland
First Post
In JohnSnow's thread "Has D&D become too...D&Dish?" a comment was brought up about a Wal-Mart emporium of magic items. It got me thinking, and the thought was briefly touched on again in the thread about Mearls' revised rust monster. So, here's my question for the phenomenal DMs out there.
While neither the SRD nor core books ever make explicit mention of how to go about procuring magic items with cold, hard coin, there are a few statements that imply that such is absolutely possible. One, the standard method of generating treasure is random dice rolls. Coin is, by far, the most likely part of any treasure where magic items the least likely part. Even less likely than finding magical items (which becomes a regular occurance in later levels) is the likelihood of finding a particular magic item that's useable and useful to the PCs. Once the party has moved on to +2 weapons, the +1 weapons dropped by most of the drow soldiers in your dungeon are really no more than vendor trash. Couple this with the fact that the CR system, which I assume skilled and very experienced DMs can do without, that assumes not only that characters have at or near the suggested wealth for their level, but also that the bulk of it is in some useable and useful form. Unless you intend to clobber the monsters with your platinum-laden purse, coin doesn't fit the bill. Two, population rules for settlements yield a gold piece value. It is assumed that anything under this value can be found and purchased in such a place. That really leads me to believe that if the the cost of the magic item is under that village/town/city's gold limit, the characters are more than welcome to buy said item. More to the point, it seems like the game assumes that they will. So, just exactly how do you run a game without the magic item emporioum in large population centers? There's no Sam's Magic Club in my metropoli, but if the players tell me they want to buy it, and it's below the gold piece value, I generally let them get it. I don't even worry about how they got it, or I might have to face up to the emporium concept.
While neither the SRD nor core books ever make explicit mention of how to go about procuring magic items with cold, hard coin, there are a few statements that imply that such is absolutely possible. One, the standard method of generating treasure is random dice rolls. Coin is, by far, the most likely part of any treasure where magic items the least likely part. Even less likely than finding magical items (which becomes a regular occurance in later levels) is the likelihood of finding a particular magic item that's useable and useful to the PCs. Once the party has moved on to +2 weapons, the +1 weapons dropped by most of the drow soldiers in your dungeon are really no more than vendor trash. Couple this with the fact that the CR system, which I assume skilled and very experienced DMs can do without, that assumes not only that characters have at or near the suggested wealth for their level, but also that the bulk of it is in some useable and useful form. Unless you intend to clobber the monsters with your platinum-laden purse, coin doesn't fit the bill. Two, population rules for settlements yield a gold piece value. It is assumed that anything under this value can be found and purchased in such a place. That really leads me to believe that if the the cost of the magic item is under that village/town/city's gold limit, the characters are more than welcome to buy said item. More to the point, it seems like the game assumes that they will. So, just exactly how do you run a game without the magic item emporioum in large population centers? There's no Sam's Magic Club in my metropoli, but if the players tell me they want to buy it, and it's below the gold piece value, I generally let them get it. I don't even worry about how they got it, or I might have to face up to the emporium concept.