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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="Clint_L" data-source="post: 9316472" data-attributes="member: 7035894"><p>I have magic stores in my campaign. Common items (e.g. a <em>cloak of billowing</em>) are expensive by regular standards, but not for adventurers, and then stores will have a limited selection of more rare items. The bigger the city, the more extensive the section, and the more rare the item, the more expensive. You'll not find legendary items, and seldom even very rare ones, and the things that are in stock are expensive, but that gives the players something to spend their gold on. Also, I am quite chintzy with magic items as treasure, so players are as likely to get them by saving up and buying something.</p><p></p><p>The realism argument (they would just be a target for thieves!) doesn't sway me at all. In my campaign, shops selling magic items have powerful arcane wards, but even if they didn't, I would just hand-wave it. I mean, if magic and monsters were real, there would be so many things different from ye olde Renaissance faire that worrying about whether there is tight enough security on magic shops is a peculiar line to draw.</p><p></p><p>Also, I don't think magic items are nearly as much a balance problem in 5e as in other editions of D&D. Between bounded accuracy and attunement, magic items have far less impact on the game, so you don't have to worry too much about their rarity. My current main is level 10 and has three magic items attuned: a ring of protection (rare), bracers of defence (rare; purchased) and eldritch claw tattoos (uncommon; purchased). Then a couple potions, a cloak of billowing, and a feather token (tree). Oh, and joint ownership of a deck of illusions. That's it, after two years of play.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9316472, member: 7035894"] I have magic stores in my campaign. Common items (e.g. a [I]cloak of billowing[/I]) are expensive by regular standards, but not for adventurers, and then stores will have a limited selection of more rare items. The bigger the city, the more extensive the section, and the more rare the item, the more expensive. You'll not find legendary items, and seldom even very rare ones, and the things that are in stock are expensive, but that gives the players something to spend their gold on. Also, I am quite chintzy with magic items as treasure, so players are as likely to get them by saving up and buying something. The realism argument (they would just be a target for thieves!) doesn't sway me at all. In my campaign, shops selling magic items have powerful arcane wards, but even if they didn't, I would just hand-wave it. I mean, if magic and monsters were real, there would be so many things different from ye olde Renaissance faire that worrying about whether there is tight enough security on magic shops is a peculiar line to draw. Also, I don't think magic items are nearly as much a balance problem in 5e as in other editions of D&D. Between bounded accuracy and attunement, magic items have far less impact on the game, so you don't have to worry too much about their rarity. My current main is level 10 and has three magic items attuned: a ring of protection (rare), bracers of defence (rare; purchased) and eldritch claw tattoos (uncommon; purchased). Then a couple potions, a cloak of billowing, and a feather token (tree). Oh, and joint ownership of a deck of illusions. That's it, after two years of play. [/QUOTE]
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