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Buying magic items vs. finding magic items
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<blockquote data-quote="Dannyalcatraz" data-source="post: 6155492" data-attributes="member: 19675"><p>Only if you further assume it never leaves the area in which no one is sophisticated enough to ID it <em>and</em> nobody that educated ever enters that area.</p><p></p><p>That also assumes no legends are associated with the item. That may be true of a Robe of Protection +1, but if it was something inherently powerful or associated with a notable Mage who was lost in the battleground upon which Otis plants his fields, that may not be the case.</p><p></p><p></p><p></p><p>Not really. See above.</p><p></p><p></p><p></p><p></p><p>Interventionist gods or a tightly bonded campaign setting like Ravenloft throw enough magic at the situation that I granted they could possibly warp or break those rules of economics, but beyond that, you really haven't met the burden of proof.</p><p></p><p></p><p></p><p></p><p>Fair point.</p><p></p><p>However, you are asserting that your game world is so different that a basic law of economics operates differently from any observable example.</p><p></p><p>When this happens with a dragon, we have "It's magic" to fall back on. But for the Interventionist gods and Ravenloft which use the same loophole, everything else falls short.</p><p></p><p></p><p>Unless your item is unique or <em>every other being</em> with the same item sets the identical bottom-line price, a buyer will be able to find what he wants elsewhere. The market still exists & functions; only one single seller has removed himself from the market.</p><p></p><p></p><p></p><p>Again, beyond omnipresent interfering magic barring the sale of magic, you don't have a believable preventative factor.</p><p></p><p></p><p></p><p>Name a single thing in this world that is freely sold in most places that is not part of a thriving black market where it's sale is suppressed.</p><p></p><p></p><p></p><p></p><p>To make something not a "commodity", by definition, you have to make it valueless. <em>At best</em>, the only valueless magic items are the cursed ones. (And I can see real reasons for people to pay money for a lot of different cursed items...)</p><p></p><p></p><p></p><p></p><p></p><p>What things?</p><p></p><p></p><p>So now you're changing basic psych too? <em>And</em> ignoring that gamblers are among the most superstitious subclass of persons out there?</p><p></p><p>Superstition has NEVER <em>hindered</em> the sale of arcana- usually, it enhances it.</p><p></p><p></p><p></p><p>Except that there IS something inherently flawed with that. See above.</p><p></p><p></p><p></p><p>I did deal with it: the longer the item stays in the market, the odds of it being recognized as magical continue to increase. (Asymptotically- there is never a guarantee that an item will be IDed.)</p><p></p><p></p><p>The only reason why "X makes it so" when X = magic is because magic is the ultimate rule breaking bit of Handwavium. If X =/= magic, then X has a much more problematic task of "making it so" and still making sense.</p><p></p><p></p><p></p><p>That would require perfect information and projection of power, which the rulers of DarkSun don't actually have.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6155492, member: 19675"] Only if you further assume it never leaves the area in which no one is sophisticated enough to ID it [I]and[/I] nobody that educated ever enters that area. That also assumes no legends are associated with the item. That may be true of a Robe of Protection +1, but if it was something inherently powerful or associated with a notable Mage who was lost in the battleground upon which Otis plants his fields, that may not be the case. Not really. See above. Interventionist gods or a tightly bonded campaign setting like Ravenloft throw enough magic at the situation that I granted they could possibly warp or break those rules of economics, but beyond that, you really haven't met the burden of proof. Fair point. However, you are asserting that your game world is so different that a basic law of economics operates differently from any observable example. When this happens with a dragon, we have "It's magic" to fall back on. But for the Interventionist gods and Ravenloft which use the same loophole, everything else falls short. Unless your item is unique or [I]every other being[/I] with the same item sets the identical bottom-line price, a buyer will be able to find what he wants elsewhere. The market still exists & functions; only one single seller has removed himself from the market. Again, beyond omnipresent interfering magic barring the sale of magic, you don't have a believable preventative factor. Name a single thing in this world that is freely sold in most places that is not part of a thriving black market where it's sale is suppressed. To make something not a "commodity", by definition, you have to make it valueless. [I]At best[/I], the only valueless magic items are the cursed ones. (And I can see real reasons for people to pay money for a lot of different cursed items...) What things? So now you're changing basic psych too? [I]And[/I] ignoring that gamblers are among the most superstitious subclass of persons out there? Superstition has NEVER [I]hindered[/I] the sale of arcana- usually, it enhances it. Except that there IS something inherently flawed with that. See above. I did deal with it: the longer the item stays in the market, the odds of it being recognized as magical continue to increase. (Asymptotically- there is never a guarantee that an item will be IDed.) The only reason why "X makes it so" when X = magic is because magic is the ultimate rule breaking bit of Handwavium. If X =/= magic, then X has a much more problematic task of "making it so" and still making sense. That would require perfect information and projection of power, which the rulers of DarkSun don't actually have. [/QUOTE]
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