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Buying and Selling Magical Items
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<blockquote data-quote="delericho" data-source="post: 5367536" data-attributes="member: 22424"><p>I've gone backwards and forwards on this issue several times.</p><p></p><p>My strong feeling (in 3.x) is that if you allow spellcasters to take the Craft Magic Item feats, then you really have to also allow the purchase of magic items. Otherwise, you're handing a major bonus to players of spellcasters (already considered the most powerful classes in the game).</p><p></p><p>Furthermore, I've never had that great a philosophical issue with the purchase and sale of items per the RAW: the books say that in a town of size X, you can generally find someone to buy/sell a given item of cost Y... but they <em>do not</em> say that there are magic item shops. The magic item Walmart is an exaggerated position.</p><p></p><p>But...</p><p></p><p>I've come to feel that allowing a trade in magic items goes a long way to reducing the wonder inherent in magic items. It also tends to render all those items offered in books largely irrelevant - most PCs will seek out the "big six" (items that are simultaneously the most useful and the most boring) at the cost of everything else.</p><p></p><p>So, I'm now leaning towards eliminating the <em>creation</em> of magic items from my game, banning the purchase/sale of such items, and also bringing back the random rolls for found items (probably with custom tables that skew more towards 'interesting' items over the 'big six').</p><p></p><p>In all cases, I would exempt potions, (low-level) scrolls and wands from this - these would remain available for sale.</p></blockquote><p></p>
[QUOTE="delericho, post: 5367536, member: 22424"] I've gone backwards and forwards on this issue several times. My strong feeling (in 3.x) is that if you allow spellcasters to take the Craft Magic Item feats, then you really have to also allow the purchase of magic items. Otherwise, you're handing a major bonus to players of spellcasters (already considered the most powerful classes in the game). Furthermore, I've never had that great a philosophical issue with the purchase and sale of items per the RAW: the books say that in a town of size X, you can generally find someone to buy/sell a given item of cost Y... but they [i]do not[/i] say that there are magic item shops. The magic item Walmart is an exaggerated position. But... I've come to feel that allowing a trade in magic items goes a long way to reducing the wonder inherent in magic items. It also tends to render all those items offered in books largely irrelevant - most PCs will seek out the "big six" (items that are simultaneously the most useful and the most boring) at the cost of everything else. So, I'm now leaning towards eliminating the [i]creation[/i] of magic items from my game, banning the purchase/sale of such items, and also bringing back the random rolls for found items (probably with custom tables that skew more towards 'interesting' items over the 'big six'). In all cases, I would exempt potions, (low-level) scrolls and wands from this - these would remain available for sale. [/QUOTE]
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