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Forked Thread: [Maybe this is where the magic went:] To the magic shop

Here's another excerpt from AD&D 2e I thought was interesting as far as this discussion goes...from the DMG...



Buying Magical Items

As player characters earn more money and begin facing greater dangers, some of them will begin wondering where they can buy magical items. Using 20th-century, real-world economics, they will figure there must be stores that buy and sell such goods. Naturally they will want to find and patronize such stores. However, no magical stores exist.
Before the DM goes rushing off to create magical item shops, consider the player characters and their behavior. Just how often do player characters sell those potions and scrolls they find? Cast in a sword +1? Unload a horn of blasting or a ring of free action?
More often than not, player characters save such items. Certainly they don't give away one-use items. One can never have too many potions of healing or scrolls with extra spells. Sooner or later the character might run out. Already have a sword +1? Maybe a henchman or hireling could use such a weapon (and develop a greater respect for his master). Give up the only horn of blasting the party has? Not very likely at all.
It is reasonable to assume that if the player characters aren't giving up their goods, neither are any non-player characters. And if adventurers aren't selling their finds, then there isn't enough trade in magical items to sustain such a business.
Even if the characters do occasionally sell a magical item, setting up a magic shop is not a good idea. Where is the sense of adventure in going into a store and buying a sword +1? Haggling over the price of a wand? Player characters should feel like adventurers, not merchants or greengrocers.
Consider this as well: If a wizard or priest can buy any item he needs, why should he waste time attempting to make the item himself? Magical item research is an important role-playing element in the game, and opening a magic emporium kills it. There is a far different sense of pride on the player's part when using a wand his character has made, or found after perilous adventure, as opposed to one he just bought.
Finally, buying and trading magic presumes a large number of magical items in the society. This lessens the DM's control over the whole business. Logically-minded players will point out the inconsistency of a well-stocked magic shop in a campaign otherwise sparse in such rewards.

I wonder, if just for a second, Mike Mearls wrote this in an editorial in Dragon how much Nerd Rage would absolutely EXPLODE from the collective heads of every world building DM out there. "HOW DARE THEY TELL ME WHAT I CAN AND CAN'T PUT IN MY WORLD!!!!" You would be able to power a small city from the heat of the flames that would erupt on every online forum dedicated to the hobby.

But, it's perfectly acceptable for the designers to dictate your campaign setting to you when it's done in previous editions. :-S I don't get it. People go ballistic over the inclusion of dragonborn in the PHB. Yet, THIS is perfectly fine?

As far as 4th lvl NPC's in 3e having magic weapons, well, by the DMG they probably should. I'm looking at the 4th level NPC's in my Dungeon magazine right now, and, yup, everyone over 4th has a magic weapon or armor. Imagine that. Following the NPC wealth by level table.
 

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Here's another excerpt from AD&D 2e I thought was interesting as far as this discussion goes...from the DMG...



Buying Magical Items

As player characters earn more money and begin facing greater dangers, some of them will begin wondering where they can buy magical items. Using 20th-century, real-world economics, they will figure there must be stores that buy and sell such goods. Naturally they will want to find and patronize such stores. However, no magical stores exist.
Before the DM goes rushing off to create magical item shops, consider the player characters and their behavior. Just how often do player characters sell those potions and scrolls they find? Cast in a sword +1? Unload a horn of blasting or a ring of free action?
More often than not, player characters save such items. Certainly they don't give away one-use items. One can never have too many potions of healing or scrolls with extra spells. Sooner or later the character might run out. Already have a sword +1? Maybe a henchman or hireling could use such a weapon (and develop a greater respect for his master). Give up the only horn of blasting the party has? Not very likely at all.
It is reasonable to assume that if the player characters aren't giving up their goods, neither are any non-player characters. And if adventurers aren't selling their finds, then there isn't enough trade in magical items to sustain such a business.
Even if the characters do occasionally sell a magical item, setting up a magic shop is not a good idea. Where is the sense of adventure in going into a store and buying a sword +1? Haggling over the price of a wand? Player characters should feel like adventurers, not merchants or greengrocers.
Consider this as well: If a wizard or priest can buy any item he needs, why should he waste time attempting to make the item himself? Magical item research is an important role-playing element in the game, and opening a magic emporium kills it. There is a far different sense of pride on the player's part when using a wand his character has made, or found after perilous adventure, as opposed to one he just bought.
Finally, buying and trading magic presumes a large number of magical items in the society. This lessens the DM's control over the whole business. Logically-minded players will point out the inconsistency of a well-stocked magic shop in a campaign otherwise sparse in such rewards.

That´s a really interesting viewpoint! It´s good that the magic shops in my campaign worlds have a well thought-out backstory, and that my logically-minded players would agree with it, if they knew it. :) I just can´t agree with the sentiment that a magic item trading business is always illogical. This smacks of one-way-ism, IMHO.
 

That´s a really interesting viewpoint! It´s good that the magic shops in my campaign worlds have a well thought-out backstory, and that my logically-minded players would agree with it, if they knew it. :) I just can´t agree with the sentiment that a magic item trading business is always illogical. This smacks of one-way-ism, IMHO.

Just as a side note, 2e also introduced the Arcane, originally in the Spelljammer setting, and then in the Monstrous Manual. The Arcane are blue giants with six fingers who appear and disappear mysteriously to buy and sell magic items.


RC
 

Wow nice personal attacks...but I've seen you jump to the defense just because someone doesn't agree with your philosophy of 4e isn't really rules...it's all guidelines and thus it never actually tells you to do anything. Which IMHO is an absurd position to take and a cop out. In other words 4e does everything because it never really lays down real rules...bull

Terrible strawman here. Although, to be fair, you could really believe this. Based on your ridiculous inferences from your own reading of 4e rules to your ridiculous representation of those who don't agree with you, I find it reasonable to question your basic reading comprehension.

I've never stated, anywhere, that 4e doesn't have rules. I have stated that 4e takes the approach of leaving a lot of fluff outside of core gameplay to the highly creative and imaginative DMs that have been houseruling their own games to suit their tastes since the 70s. The 4e DMG even has a section on houseruling. Much of the DMG is guidelines. It describes core assumptions and the reasons for them and gives the DM the tools he needs to modify those assumptions to his heart's content. I just fail to understand why this approach is such a problem for some people.

your proof amounts to, "A DM can change anything..." Yeah, great argument for 4e...in fact great argument for any game.

Rather than go paragraph by paragraph, I pulled this out. You go on and on about how I was dodging the question while not quoting the part of the post where I directly answered your silly little question, despite your assumptions about the validity of that question. How hard an item is to identify does not equal how mysterious or special magic items are. That assumption is flawed. I will, however, explain again things I already said.

The 4e designers, in the PHB, spell out exactly the edition's philosophy. Normal magic items should be easy to identify with a bit of group effort in a short rest, while mysterious and powerful items should require much more effort. This means that item idenfitication is harder than in previous editions. For many items it is just as easy. In 4e you tinker with it until you figure it out, similar to the way many did it in 1e. It's just suggested you don't play out that scene because its time consuming and not very fun. In 3e you cast identify and the DM told you. What is mysterious about that? 2e identification was a joke. It was such a pain in the ass that I've never met a DM or played in a game in which 2e's version of Identify worked as written. 8 hours of work before casting, learn only 1 function of an item, lose 8 points of CON and therefore another 8 hours, have a chance of failure, spend 100gp, and not actually learn the plusses of the item or the number of charges (expecting the DM to keep secret notes on every magic item the PCs have and do secret math in his head, mark off all charges, etc.). And this is per function of an item. 2e's method wasn't mysterious, it was annoying, time consuming, and silly.

Mystery isn't in the rules, its in the narrative.

What...is this how you ran 3e? Really? In 4e every magic item your PC's get is centered around a quest? Uhm, ok...whatever.

No, its not how I ran 3e. But you shouldn't waste breath trying to deny that this is exactly what the 3e books lay out as the norm. The NPC wealth by level and the surrounding chapter on building NPCs and monsters with class levels state exactly what I said, that by 4th-6th level, every NPC warrior or fighter is expected to be weilding a +1 weapon. Its built into the design. The math works out with those expected plusses in the CR and encounter systems. A common houserule in 3e for DMs who didn't want mounds of +1 weapons was to use innate plusses, the same system employed by 4e to prevent magic item creep through the mathematically necessary arming of the NPC populace.

As for your last comment, you failed your reading comprehension roll again. You really should put some points into it. I didn't not come close to saying that in my 4e games all items are centered around a quest. I said that the position of 4e is that your basic magic items are easy to identify. More powerful, mysterious, and special items can be the focus of quests, special rituals, research, and the like. This is spelled out clearly in the PHB, I even quoted it above. You are making a herculean effort to ignore it since it pretty much tears down the entire foundation of your argument, but still yet, it's there in plain text.
 

Oh nevermind, Thasmodious... let's just let it go. Imaro's a RAWman, and nothing we say is going to change that. Because the Identify spell in 2E is written down to include 8 hours of jumping jacks to get the thing to only partial work, and 4e doesn't... magic items are "more mysterious" to him. That's fine. Let him have his jumping jacks. There's nothing else for us to say, and anything we do say he's going to take as us "insulting" him.
 

Oh nevermind, Thasmodious... let's just let it go. Imaro's a RAWman, and nothing we say is going to change that. Because the Identify spell in 2E is written down to include 8 hours of jumping jacks to get the thing to only partial work, and 4e doesn't... magic items are "more mysterious" to him. That's fine. Let him have his jumping jacks. There's nothing else for us to say, and anything we do say he's going to take as us "insulting" him.


I'm confused DEFCON...did I ever claim you insulted me?
 

As for your last comment, you failed your reading comprehension roll again.


And you apparently failed your "Stealth Insults" roll. You've woken the Moderator Dragons....

Next time you want to be rude, do it on some other messageboards, please. You certainly won't be doing so in this thread any more.

Respect and kindness are the words of the day, folks.
 

The amount of "mystery" you want to add to magic items by imposing roadblocks on identifying them is entirely up to the DM, as is stated in the RAW. The game assumes the DM won't require jumping through hoops to identify every magic item you get, but leaves the exact nature up to the DM.

Most of the time, you can determine the properties and powers of a magic item during a short rest. In the course of handling the item for a few minutes, you discover what the item is and what it does. You can identify one magic item per short rest.

Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item.
 

I thought Imaro was pretty clear, actually. And if you'll remember, identifying items in 1e wasn't exactly definitive. It took a long time and you had a % chance to identify magical properties. I don't believe there was any way to be certain you had ever identified all magical properties an item might have.
So, yeah, you could still have some pretty mysterious stuff on your hands even after identify had been cast.
As an aside, as a DM who's run every edition of (A)D&D since the Mentzer Basic set, I completely stopped hiding simple pluses from my players several editions ago. And, yes, this goes for my new monthly 1e game, as well.

Really, it's just more for me to keep track of; I'd rather push that off onto a player who only needs to worry about one character. :) Now, when it comes to my 1e game, special properties are a different matter entirely. But no, I don't want to do the +1 sword/shield/armor math behind the screen and have my players try to play "guess the bonuses."

-O
 

As an aside, as a DM who's run every edition of (A)D&D since the Mentzer Basic set, I completely stopped hiding simple pluses from my players several editions ago. And, yes, this goes for my new monthly 1e game, as well.

Really, it's just more for me to keep track of; I'd rather push that off onto a player who only needs to worry about one character. :) Now, when it comes to my 1e game, special properties are a different matter entirely. But no, I don't want to do the +1 sword/shield/armor math behind the screen and have my players try to play "guess the bonuses."

-O

Indeed. The main magical bonus of a weapon or of armor is almost never worth hiding from the player. Let them handle that math. But curses and other little surprise abilities... :devil:
 

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