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The Case for a Magic Item Shop?
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<blockquote data-quote="Jester David" data-source="post: 6432942" data-attributes="member: 37579"><p>My copy of the 3.0 Forgotten Realms campaign settling lists Drizzt's magic items as +4 mithril chainmail, Icingdeath, Twinkle, and a figurine of wonderous power (that is really an animal companion). Three-and-a-half. </p><p>I believe he also has some bracers worn on his legs that didn't make the cut. </p><p></p><p>The FR wiki also gives him a magic bow/quiver, a cloak, a whistle, and a ring. So at most (and counting the bow and quiver separate) that's 10 items, but really closer to eight as one basically lets him summon a class feature. </p><p></p><p></p><p>D&D has a lot of classes that use spells, but there's a big difference between what adventurers have access to and what common people have access to. And what is readily available. </p><p>Eberron and it's idea of commonplace magic is cool, but that's nice as an exception. I don't think that needs to be the baseline. </p><p></p><p>Personally, I like the idea of magic item shops. But I prefer the idea of them being wonderous places of oddities and the bizarre. Like a crazy pawn shop where you never know what you will find and there's always something new. Or a fantastic goblin bazaar that sets up shop once every year at a fey crossing. Or a magical extraplanar store that just appears where there was no store before, that doesn't trade in gold but in your dreams or memories or even soul.</p><p>The idea that you can just go in, grab a +1 dagger, upgrade your armour to +3, throw a fire enchantment on your bow, and special order a wand with 10 charges of <em>greater invisibility</em> rubs me the wrong way. The idea that the party wizard can just sit around for a week and custom craft items to order is not what I want in my game.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6432942, member: 37579"] My copy of the 3.0 Forgotten Realms campaign settling lists Drizzt's magic items as +4 mithril chainmail, Icingdeath, Twinkle, and a figurine of wonderous power (that is really an animal companion). Three-and-a-half. I believe he also has some bracers worn on his legs that didn't make the cut. The FR wiki also gives him a magic bow/quiver, a cloak, a whistle, and a ring. So at most (and counting the bow and quiver separate) that's 10 items, but really closer to eight as one basically lets him summon a class feature. D&D has a lot of classes that use spells, but there's a big difference between what adventurers have access to and what common people have access to. And what is readily available. Eberron and it's idea of commonplace magic is cool, but that's nice as an exception. I don't think that needs to be the baseline. Personally, I like the idea of magic item shops. But I prefer the idea of them being wonderous places of oddities and the bizarre. Like a crazy pawn shop where you never know what you will find and there's always something new. Or a fantastic goblin bazaar that sets up shop once every year at a fey crossing. Or a magical extraplanar store that just appears where there was no store before, that doesn't trade in gold but in your dreams or memories or even soul. The idea that you can just go in, grab a +1 dagger, upgrade your armour to +3, throw a fire enchantment on your bow, and special order a wand with 10 charges of [I]greater invisibility[/I] rubs me the wrong way. The idea that the party wizard can just sit around for a week and custom craft items to order is not what I want in my game. [/QUOTE]
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