Grabuto138
First Post
Kraydak said:A low-percentage of the population market, WHEN TOTALLED OVER THE ENTIRE WORLD, give you are really, really big market.
Two comments:
(1) the people who buy magic items are precisely the same, shifty, homeless, adventurers who sell them.
(2) magic item ID is easy. Like, really really easy. You don't need to sweat the whole reputation thing.
RL body armor degrades over time. RL body armor quality won't be immediately determinable (defects in ceramic plates, unless they are catastrophic, will take intense, and possible destructive, testing to find). In 4e, magic items are fully IDable in 5 minutes and don't degrade. Those *would* be valid points *if* 4e had cursed items/expensive magic item identification.
Again, once you SUM OVER THE ENTIRE WORLD, someone is going to be selling the item you want (and buying the item you want to sell). You might by lazy and use a broker, but the extremely rapid turn-around will drop to achievable profit margin the broker can charge. Remember, we aren't *actually* in an MMORPG. Your character (probably, setting dependent I suppose) won't respawn on death, and will probably value staying alive over a few extra days at the market (unlike an MMORPG character, who NEVER risks permanent death or item loss).
Again, the market is huge. It *would* be diffuse (and effectively small) if travel wasn't easy. Travel is, however easy. At high enough level that a single world doesn't support a full market, you can go to the City of Bronze and visit markets that serve the ENTIRE MULTIVERSE.
Extreme mobility (an adventurer staple, boosted absurdly in 4e) means that a theoretically small market (adventurers trading magic items) becomes a huge market.
While I think your interpretation of how the world might look given the teleportation circles is entirely plausible and defensible, it is not how my world would look or, I suspect, most campaigns.
Temples and Arcane academies will simply not allow their inner sanctums to be become magical bus terminals. They have priorities other than turning a buck and would not allow the traffic.
Becoming a Wizard is a long and difficult process demanding dedication and sacrifice. There are easier ways to become rich, if that is your goal. Wizards will not, as rule, have an interest in commerce and will not casually sell their services as a wage slave for a merchant guild. For the most part they will have contempt for the green grocers and money changers who do not appreciate or understand the refined art of magic. They are the theoretical physicists of the fantasy world. Certainly there will be exceptions, but they would be a plot hook rather than a foundation of the economic system.
Since the default system is “Points of Light,” and the world you describe is essentially a pro-globalization person’s wet and wildest dream, I think it is safe to assume that the global economy is less integrated than you imagine as a default campaign.
There are cursed items: “Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts.” PH 223.
The few magic dealers are quirky characters. They are Comic Book Guy, or Johnny Depp from the 9th Gate. Finding them and using their services is a plot hook. Going to the City of Brass is also a plot hook.
Like I said, I think your interpretation is plausible, but we should not assume it as a default condition.
ED: I should have just said "ditto coldpheasant."