VirgilCaine
First Post
Henry said:(who would that be, BTW, the Pope, the College of Cardinals, or the sovereign nation of Italy?)
I think you mean the sovereign nation of Vatican City (or the Holy See?). Well, not Italy, at any rate.
Henry said:(who would that be, BTW, the Pope, the College of Cardinals, or the sovereign nation of Italy?)
I also disagree that +5 weapons or rings or protection or the like would be considered priceless under the core D&D system. They are extremely powerful items, but the truly priceless items would be major artifacts.Storm Raven said:But why is it "priceless". Priceless means that something is too rare or valuable to ever sell. But that is patently not the case with most DMG magic items. They may be very expensive, but the fact is that most adventurers in a standard campaign will, over the course of their career, accumulate a significant amount of loot that they have no use for, that they would simply like to convert into cash, and hence would be more than willing to sell those istems. Are we to assume that the PC adventuring party is entirely unique in this regard?
Orius said:I think much of the argument has to do with a paradigm shift in the D&D rules themselves. Earlier editions argued constantly for making magic rare, as a way of preserving balance. That is, when modules didn't "balance" things by nerfing or negating player abilities arbitrarily. However, even though magic was supposed to be rare, modules were often loaded with magic items ripe for the looting. At least 3e assumes a high magic game, and in such a setting some form of magic-based commerce would likely exist.
Henry said:Interesting note brought on from the above comments... Though I've allowed purchase and sale of many magic items in my games, I've NEVER allowed purchase and sale of major relics and artifacts. They've always been major portable plot hooks. I would object to someone selling these for mere gold. Does that make me value the "mystique" of magic... or does it just make me a hypocrite?
Kamikaze Midget said:I think the paradigm shift is important. D&D has stopped being a way for friends to emulate Lord of the Rings, Elric, whatever, and started embracing it's position as a game. I find this an incredibly positive change, because I as a DM am more than capable of injecting story and plot and world into the campaign however I want, and it's the fun of the game that keeps people coming up to it, not just the story, not just the world. It's the high score, the victory, the variation, the replay value, the points, when used in combination with a powerful plot, moving characterization, and living, breathing world. It's become it's own beast, allowing individual DM's to alter it for their own tastes, but providing something cogent and fine on it's own level. It means it gets the details right, leaving me to have fun with the tinkering (which is something I really believe every DM loves to do on a certain level). And it's a credit to the sturdiness of the game that people can do things like run low-magic or high-magic or gritty or sci-fantasy campaigns effectively using the same exact ruleset, by picking, choosing, and altering the descriptions and methods of "points" in the game.
Magic in D&D by default is not meant to be especially wonderous or rare. It's a common tool. Just like elves in D&D by default are not meant to be alien and untouchable. They're just another common people.
Now, if you're playing a different game, or a different style of D&D, that's cool. It's not significantly more difficult to simply make magic rare than it is to make elves noble. But I don't think that's a "better" way to play the game at all. In fact, in some ways I can see how people could see it as a worse way to play the game. The only truly good way to play is the way you and your friends have fun doing it, and whether it's killing gods or struggling to survive against kobolds, it's all good.
DragonLancer said:So by your book, every wizard in the world sits there churning out magic items?
I do see your point very well, that you will have casters who do make items for sale in order to get rich, but I don't think they should be commonplace enough to have magic shops.
Again, by core book standard. But do you honestly think that everyone of them has +3 weapons, armours, rings of protections, bracers, bags of holding...etc? Assuming that they all do is daft.
The problem as I see it, is that with the advent of third edition D&D, magic has become everything. Its taken the idea that magic replaces a lot in the setting. As I said before, magic as technology. That spoils the feel of the game. What I am suggesting is to make magic and magical items special again, instead of being commonplace.