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I don't care anymore! The Magic shope is OPEN!
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<blockquote data-quote="Blue" data-source="post: 7283165" data-attributes="member: 20564"><p>I see this all the time and I find it completely untrue. What is true is that in previous editions, part of character mechanical advancement and expected math was properly leveled magic items for their tier so there was a system to advance these mechanical aspects just as much as XP advances level.</p><p></p><p>This stopped characters from spending gold on things that didn't advance their character math. Building strongholds, bribing people, funding orphanages, hiring mistrals to chant their exploits, throwing parties, feeding the poor, donating to their church, building a library, starting a guild, outfitting a chapter of knights, hiring assassins, starting a merchant cartel, throwing a wedding, buying gifts for nobles you want to impress or make decisions your way, buying a title/peerage, etc.</p><p></p><p>There seems to be a holdover from 3.x and 4e that if it doesn't add to their character directly, it's not even seen as an option to spend money on. When I see "not a darn thing to spend it on", it sounds like your players are stuck in that rut as well - that they can only envision spending it on things to improve their character mechanically.</p><p></p><p>I'm not putting down a magic item shop. Having a shop can be a great fit for your setting. Just addressing the misconception that there is nothing to spend money on. </p><p></p><p>I will give a suggestion for a magic shop - make a limited amount available and don't tailor things to the PCs, especially in the generic "plus X" weapons and armor. 5e doesn't assume you need the right magic items to compete and that if you allow characters to always find the "right" item and become christmas trees you may end up with mathematical inflation that trivializes encounters. "Why yes, I do have +2 armor and a +2 shield" is 4 points of AC right there.</p></blockquote><p></p>
[QUOTE="Blue, post: 7283165, member: 20564"] I see this all the time and I find it completely untrue. What is true is that in previous editions, part of character mechanical advancement and expected math was properly leveled magic items for their tier so there was a system to advance these mechanical aspects just as much as XP advances level. This stopped characters from spending gold on things that didn't advance their character math. Building strongholds, bribing people, funding orphanages, hiring mistrals to chant their exploits, throwing parties, feeding the poor, donating to their church, building a library, starting a guild, outfitting a chapter of knights, hiring assassins, starting a merchant cartel, throwing a wedding, buying gifts for nobles you want to impress or make decisions your way, buying a title/peerage, etc. There seems to be a holdover from 3.x and 4e that if it doesn't add to their character directly, it's not even seen as an option to spend money on. When I see "not a darn thing to spend it on", it sounds like your players are stuck in that rut as well - that they can only envision spending it on things to improve their character mechanically. I'm not putting down a magic item shop. Having a shop can be a great fit for your setting. Just addressing the misconception that there is nothing to spend money on. I will give a suggestion for a magic shop - make a limited amount available and don't tailor things to the PCs, especially in the generic "plus X" weapons and armor. 5e doesn't assume you need the right magic items to compete and that if you allow characters to always find the "right" item and become christmas trees you may end up with mathematical inflation that trivializes encounters. "Why yes, I do have +2 armor and a +2 shield" is 4 points of AC right there. [/QUOTE]
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