Keefe the Thief
Hero
Now, as is SOP these days, the innocent question "why are magic items IMHO less interesting now than back then?" turned into "my edition did that better than your edition, which is all about combat!!1!"
Part of these threads is often one of the enemies of fantastic adventuring (or so it seems): The magic shop. Attacks on it are numerous: it allows to turn flavour items ("decanter of endless perfume! At last!") into powerups ("+3 bane shocking axe of haha!"). It furthers the magic item proliferation. It makes magic items less interesting and so on.
And as some of you know i also play the German roleplaying game The Dark Eye - a low-magic setting and game with the underlying message: "your players have ONE magic item of not-negligible power? You´re doing it wrong!" I´ve always loved that D&D was different. And all my campaigns had magic shops. No, you couldn´t buy everything there, or sell everything. But this is where the magic went: Ye olde magic shoppe.
This is the most magical place of all, where a hideously deformed guy with killer golems hovering behind the counter cackles madly as you part with 1/2 a pound of gold for a shimmering little ring. Here, you can buy it all (if the DM wants you to): flavourless +3 swords, old flasks of steaming oil, mithril arrows created by mad dwarves, useless bows with more backstory than most player characters, healing potions hailing from the magic realm of generica magicka productica, and much more.
This is the place where the magic happens in my campaign. As it should be.
Part of these threads is often one of the enemies of fantastic adventuring (or so it seems): The magic shop. Attacks on it are numerous: it allows to turn flavour items ("decanter of endless perfume! At last!") into powerups ("+3 bane shocking axe of haha!"). It furthers the magic item proliferation. It makes magic items less interesting and so on.
And as some of you know i also play the German roleplaying game The Dark Eye - a low-magic setting and game with the underlying message: "your players have ONE magic item of not-negligible power? You´re doing it wrong!" I´ve always loved that D&D was different. And all my campaigns had magic shops. No, you couldn´t buy everything there, or sell everything. But this is where the magic went: Ye olde magic shoppe.
This is the most magical place of all, where a hideously deformed guy with killer golems hovering behind the counter cackles madly as you part with 1/2 a pound of gold for a shimmering little ring. Here, you can buy it all (if the DM wants you to): flavourless +3 swords, old flasks of steaming oil, mithril arrows created by mad dwarves, useless bows with more backstory than most player characters, healing potions hailing from the magic realm of generica magicka productica, and much more.
This is the place where the magic happens in my campaign. As it should be.