• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E If you aren't buying magic items, where will you spend your gold?

So, back on topic, a cool thing to do with lots of gold: start a magic item shop, or hire someone to do so for you. Then cherry-pick whatever they get in, while leaving your employees to deal with theft, politics, guilds and taxes. Plot hooks aplenty!

See, now this I like. It's a nice investment opportunity for an adventure crew that can lead to some interesting treasure being found.

On pawn shops tho, yes some inventory is taken in via pawn, but some is also outright bought. Once you default on that loan, the shop owns your +1 sword (or whatever you hocked). If the History Channel has taught me anything it's that everything has a price.

The first magic item shop my PCs encounter is going to be called Gold and Silver Magical Oddities
 

log in or register to remove this ad

If the History Channel has taught me anything it's that everything has a price.

The first magic item shop my PCs encounter is going to be called Gold and Silver Magical Oddities

They should never deal with the old man, he doesn't budge on his offers, always try and talk to Chumlee if you can.
 

Huh. This litany has convinced me to add magic item brokers to my big cities, sly people in the know who match up their customers. No inventory problems, no theft problems, and it solves the problem of matching buyer and seller. Also, it'll take a day to a month to get any given item once it's ordered. Works for me.

Magic Item auction houses were a part of my 3.5 campaign. I'm also a big fan of using real-world economic ideas to at least inform my game worlds, which could lead to amusing moments:

"Yes, back in the old days, people actually thought magic items had an intrinsic value, and that they'd always be able to get 2,000 gold for their cheap +1 swords. Then we had the magic item collapse of '08, and now people are burning bundles of wands of magic missiles in wheelbarrows for heat."
 


I have always thought that the best ways of getting money out of the adventurers and into the economy was investment into businesses and land. At the lower levels the adventurers are investing in shops or ships (and the initial investment is supplemented by upkeep and staff costs to absorb money). At mid to high levels when they start getting involved politically we get to the building of castles, keeps and stuff. Fun to design, and 1e used to have quite extensive rules for the costs of castles IIRC. This all has the added advantage of tying the PCs into the campaign world, giving them a stake in local events and so forth.

The other thing which I did in 1e but probably wouldn't work in 5e with the lower xp requirements for gaining a level, is that I would give xp for spending gold on training. The only proviso was that you couldn't spend more than 100gp a week. So if you found 1000gp, you could spend it over 10 weeks and gain 1000xp. If you found 100,000gp (somehow!) you could theoretically spend it all on training but it would take you about 20 years! I liked this approach for two reasons - firstly it took money out of the campaign. Secondly it meant that time had to pass, which is something I like to see in a game.

Cheers
 


Not that this is the focus of this thread, but I can think of lots of reasons that magic item shops aren't realistic.

- Lack of information/communication. You inherited a longsword +1 from your dad, but how do you get it to someone who wants it? How do you get its worth? There's no ebay, the roads are dangerous, and chances are you live in a small village. Matching buyers with sellers becomes a huge stumbling block, in the same way that before ebay it was almost impossible to find quirky rare old items that you wanted to buy.

- Slow turnover. A shop keeper needs a relatively fast item turnover to make money, or needs to pad her margins by a large amount to compensate for slow turnover. Unless you're in a huge city or a place rife with adventurers and easy money, like a boom town, items are going to sit for a long time until they're sold.

- No immediate payoff. No shop owner wants to pay lots of gold up front, then hope an item will sell. A more likely approach are magic item brokers, people who match up buyers and sellers and take a commission.

- Theft. Open up a magic item shop, and you have every thief and poor adventurer panting at your locked-up door. That means you need to pay for security, and GOOD security. Insurance doesn't exist.

Huh. This litany has convinced me to add magic item brokers to my big cities, sly people in the know who match up their customers. No inventory problems, no theft problems, and it solves the problem of matching buyer and seller. Also, it'll take a day to a month to get any given item once it's ordered. Works for me.

This same argument would hold for any high value item in any world, campaign, genre, etc.

No Ferrari's in the real world because of "slow turnover", "no immediate payoff", "theft".


Sorry, but economics does not work that way. Your "communications" point is viable, but in such a world (like in our own world 600 years ago), the people who own the items tend to be those in the know, not farm hands inheriting from their father. Merchants, the clergy, and nobility would be the ones who actually owned valuable items and those people would also be somewhat experienced in knowing their estimated worth.

The idea of a magic item broker makes sense, but I could still see a black market of street gangs, especially for weapons.


The idea of an actual magic shop does make sense, but only in the most high end and protected section of a large town or city. The street gangs do not even walk those streets due to the number of city guards in that vicinity. There might be smaller magic item shops that deal more in components, minor potions, and scrolls, but those people would probably pay off local guards/gangs to not bother them, and/or even be backed by local gangs "Fred is really the front man for this shop, but the Black Hand really owns it. Nobody messes with Fred because nobody would be stupid enough to mess with the Black Hand.".


Btw, if one uses a 1 GP = $100 scale as illustrated here, then one realizes that a shopkeeper could sell one potion of healing a week and be very profitable. The problem is that he cannot sell those potions to just anyone because normal commoners could not afford it ($5000 a pop?). But, there would be nobles and rich merchants and such who could afford them. Yes, having more guards on the caravan is cheaper than buying potions of healing, but any cautious merchant would have both, just in case. And if his caravan got attacked, it's likely that he would use such potions (and then have to resupply) on himself and/or best/most trusted employees (probably not on the hireling guards unless absolutely necessary).

Selling a single +1 sword makes a shopkeeper's profit for an entire year or more. So sure, such stores would exist just due to the possible profit, but they might be few and far between. And, they would rarely have exactly what a PC wants, it would take time and effort to acquire such items.
 

This same argument would hold for any high value item in any world, campaign, genre, etc.

No Ferrari's in the real world because of "slow turnover", "no immediate payoff", "theft".

Sorry, but economics does not work that way.
Bad example, I think, but I might just be annoyed by the condescending tone. As soon as you show me the neighborhood Ferrari stores that (a) aren't backed by a vast multinational corporation, (b) aren't supported with marketing, (c) don't have insurance to handle theft, and (d) buy and resell used Ferraris only because they don't make their own, we'll be closer to an apples-to-apples comparison. Not a lot of Ferraris at any used car lot I've ever seen.

And of course, when magic item shops are backed by a multinational corporation that manufactures new merchandise (ie a wizard's or artificer's guild), I think they get a lot more feasible.

That quibble aside, I agree with the rest of your post, KD. Good stuff.
 

Bad example, I think, but I might just be annoyed by the condescending tone.

Sorry. I wasn't trying to be condescending, just factual. Problems like the ones you mentioned are worked around when profit is involved. :lol:

As soon as you show me the neighborhood Ferrari stores that (a) aren't backed by a vast multinational corporation, (b) aren't supported with marketing, (c) don't have insurance to handle theft, and (d) buy and resell used Ferraris only because they don't make their own, we'll be closer to an apples-to-apples comparison. Not a lot of Ferraris at any used car lot I've ever seen.

And of course, when magic item shops are backed by a multinational corporation that manufactures new merchandise (ie a wizard's or artificer's guild), I think they get a lot more feasible.

Ferrari is the equivalent of a "Staff of Power" of the D&D world (rarity and price-wise, not functionality-wise). Lamborghini is the equivalent of a "Staff of the Magi", etc. A Ferrari dealership makes sense in NYC, but it doesn't make sense in Albany. Just like a wizard item shop (i.e. equivalent to high end car shop) makes sense in a fantasy world in Waterdeep, but might not in Berdusk (15% of the size of Waterdeep). But this shouldn't mean that wizard items cannot be found in Berdusk (just like a used Ferrari can be found in Albany). And it shouldn't mean that a scroll and potion shop doesn't make sense in Berdusk (just like there are shops in Albany for mid-range paintings, valuable, but not outrageously so).

Sure in our real world, Ferrari dealers are backed by vast multinational corporations. But, the item is worth a lot of money, hence, there is a market for it. Just because some elements of marketing in the real world differ from a fantasy world, the same basic premise does not.

Supply. Demand. Cost. If there is a profit to be made, someone somewhere should be trying to eek out that profit. We might be able to disagree as to how magic items get from manufacturer to buyer and how rare items might be, but there is no online purchasing (as a general assumption) in a D&D world. In order to sell, sellers have to get word of their product out and potential buyers typically have to meet up with the sellers. Since the sellers assume a lot of risk (as you said, thieves), the tendency would be for buyers and sellers to meet in a safe place in a larger urban setting (shy of black market deals).

Hence, shops should be a viable option. Places where legal trade can be done safely with low risk to buyer and seller.

Now, the shops might be places where one would meet a magic item broker like you mentioned earlier. A shop does not have to be a place where they have magic items behind display cases. It might just be a small safe place where purchasing is initiated, and final transaction (typically) takes place.
 

I am SO having the PCs meet the rich commoner who found and actually sold a staff of the magi, and who has been bathing in gold pieces ever since. He's running out, though, so he's looking for his next big opportunity.

Then I'm going to have a bunch of evil adventurers seeking said staff to track him down and mortally question him...
 

Into the Woods

Remove ads

Top