Adamantine Polish just sounds neat. If it was a common magic item, what would it do?They don't pop down to Ye Olde Magique Shoppe every day of the week to drop a few gold on Wand Charges or polish for their Adamantine Armor.

Adamantine Polish just sounds neat. If it was a common magic item, what would it do?They don't pop down to Ye Olde Magique Shoppe every day of the week to drop a few gold on Wand Charges or polish for their Adamantine Armor.
Presumably, nobles are also in the market for magic items. So it's not just adventurers.My problem with magic shops is simply that, for the world to make any sense, there have to be a lot more adventurers in it than you might expect or want. Otherwise, who is buying all this magic stuff? They're ridiculously expensive compared to nearly everything else in the world, so are out of reach of almost anyone. And a business can't survive if only 4-5 people ever have enough money to shop there.
4 gold per jar, each jar has 3 uses.Adamantine Polish just sounds neat. If it was a common magic item, what would it do?![]()
And relatedly, MOST magic items should have nothing to do with adventuring. Nobles would be purchasing things that are either impressive indulgences to show off to their friends and rivals (animated statues that cost orders of magnitude more than a "mere" living butler) or exotic but useful things (the tankard that automatically chills the beer poured within).Presumably, nobles are also in the market for magic items. So it's not just adventurers.
But even still, that's not gonna support a storefront in the majority of settlements. Maybe the largest cities, but only there.
I've always considered adventuring to be the core game play experience of D&D. I can see how gold might be used to support that core game play experience, but as it currently stands I don't believe the rules are very supportive of this.Money is power. Cliche, but accurate. If you're not finding a use for money in your games, you (and/or your DM) are probably not doing everything you can in the role playing side of the game.
Start buying ships, but never get on them. Fill them with lumber and send them off to bring back spices (or whatever). Don't settle for being rich when you can become wealthy.Start buying ships. Never played an adventure where they didn’t sink regularly.
Did just that, VERY curious about it more inclined to go for the druid's grove than the Cleric's version for my Knowledge domain Cleric of Sehanine Moonbow though.Strongholds & Followers is a 3PP from Matt Coleville, and it's probably just what you're looking for.