reanjr said:
It depends on the campaign, but it's usually a mix of the following:
- sale of magical items incurs heavy taxation in the region where it is sold. This is to the point where most selling would be underground and thus hard to find for the players anyway.
That's what having rogues and other information gathering types in a party are for.
- One must never ignore the expenditure of XPs. While the DMG puts a value an XP (25 gp I believe?), it never directly addresses the "XP Limit" of a city (as it does GP limit). One can pretty much take this how one sees fit. In my experience (and this is my personal feeling on the topic as well), few players are willing to routinely expend XP just to make some money. A DM could try to extrapolate an XP limit from the demographics, but it would be mostly hunches and gut instinct anyway, and would ultimately lead one to whatever conclusion one is looking for.
In my experience, most PCs (who can) are willing to make magic items in exchange to trade, even just to trade for cash. Not all the time, but every now and then during their career. If you want to come up with an "xp limit", a good rule of thumb would likely be 1/25th of the gold piece limit.
- Shady merchants dealing in fake or inaccurate magical wares. This is a great deterrence to buyers, thus limiting a market for sellers.
This is an element of
every market. Magic items should be no different in this regard. But it hasn't killed the market in any other commodity, it just makes buyers cautious.
- The more a group of characters relies on magical items (especially at higher level) the more likely those items are going to be destroyed by some intelligent enemy with a penchant for Disjunctioning everything the players have. While this is only available to higher level people, it can help explain why there aren't a slew of old magic items lying around.
It can, but on the other hand, masterwork swords can be sundered quite easily too, but there are plenty of them available for sale. In reality, cars wear out after a few short years of use, but we have millions of them available for sale daily.
- Think of wizards as the military. Think of magic as guns. Now think of all the people around the world that are for gun control of private citizens. There may be groups that seek out and destroy magic items, whether this be a diorganized lot of people who snap any wand in half that they find, to entire subversive powerful organizations who routinely mug, rob, and steal magic items to keep them out of the hands of those who are not properly trained to use them (wizards).
Now think about all of the people around the world who have weapons. Especially in less than completely civilized areas of the world (which are usually analogous to the places that adventurers would spend lots of time in). Do you under stand just how easy is it to get weaponry in Afghanistan, or Sudan, or Somalia?
- Law. In feudal society (the baseline for most any campaign I've seen, and most of my own), the ruler owns everything on his land. He has full legal right to simply take your magic items, wish you a good day, and put you in the dungeon if you resist. While many rulers might not choose to do this, a king recently finding himself at war against a greater power might take any offensive magic items, while another might like to keep the populace weak (see gun control above, where the organization might now work for the law). These types of things not only might reduce the number of magic items, but would also be a serious deterrent for someone to start advertising (however discreetly) that they are selling magical items.
I believe that your understanding of feudal law is somewhat lacking. Note, for example, that contrary to your assertions, historical feudal rulers often had to borrow heavily from those in their lands to finance their wars and other ambitions (rather than, for example, just confiscating their property as you would have them do). The very essence of fuedal law was reciprocating rights: the lord had power, but he also had duties and responsibilities to his vassals. Many feudal kings were overthrown (such as Richard II) or curbed by force (such as John Lackland) when they were perceived to have trampled on the rights of their vassals. What you assert as an example of "feudal law" is probably more like the law applied by the pre-Hellenic asiatic emperors of the middle-east.