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3e, DMs, and Inferred Player Power
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<blockquote data-quote="Hussar" data-source="post: 2574842" data-attributes="member: 22779"><p>I disagree that it is equally contrived. That it is contrived goes without saying since everything in a game is ultimately contrived by the DM. However, since the RAW supports the idea that magic items can be created by spellcasters, then, it is not a really long jump to think that someone, somewhere is going to try to make a buck from it.</p><p></p><p>Now, the more powerful the item, the more difficult it will be to find someone who can make it for you. Finding a wizzie to craft a +1 sword shouldn't be all that difficult in a city or even a very large town. It only requires a 5th level caster. This might take a bit of searching, some gather information checks and whatnot, but, it really shouldn't be all that difficult. Finding that 20th level caster to craft that +5 Vorpal thingie, is a major quest considering casters of that level aren't even included in the suggested demographics in the DMG.</p><p></p><p>I'll agree that the magic shop idea, other than for maybe potions, scrolls and alchemical items, is silly. No one is going to spend that much cash on spec on an item with such a low number of buyers. Thats silly. Equally silly is finding a bec du corbin in that hydra's treasure hold that just happens to be of an enhancement suitable to my level. However, in a fairly large urban center, it isn't so unrealistic that I could saunter over to the local War Gawd's temple, make a whoppingly huge donation and ask them to fashion a lumpy metal thing +2 for me. </p><p></p><p>It's not voodoo economics when you start to apply the basic assumptions in the RAW to the campaign setting.</p><p></p><p>Personally, I've gone the other way from others here. I started with a number of house rules - combat rules, character generation, supplemental books etc - and, over the years, have pared down to a bare minimum. Instead of trying to shoehorn the rules into my campaign to generate a particular "feel", now I tweak my campaign a bit to follow the raw and still maintain that particular "feel". If I want a campaign with very little magic, put the setting where there aren't any large urban centers to support high level casters. Make travel difficult for one reason or another. Or, and this one works the best, actually insist on creation times for crafting a masterwork item plus crafting the magic itself. It's amazing how many players will plunk down thousands of gp on an item but will flat out reject the idea of having to wait three months while that suit of armor is made and then enchanted.</p><p></p><p>In my own experience, I've found that actually simply using the RAW is a much more effective limitation on PC's than any house rule I could come up with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 2574842, member: 22779"] I disagree that it is equally contrived. That it is contrived goes without saying since everything in a game is ultimately contrived by the DM. However, since the RAW supports the idea that magic items can be created by spellcasters, then, it is not a really long jump to think that someone, somewhere is going to try to make a buck from it. Now, the more powerful the item, the more difficult it will be to find someone who can make it for you. Finding a wizzie to craft a +1 sword shouldn't be all that difficult in a city or even a very large town. It only requires a 5th level caster. This might take a bit of searching, some gather information checks and whatnot, but, it really shouldn't be all that difficult. Finding that 20th level caster to craft that +5 Vorpal thingie, is a major quest considering casters of that level aren't even included in the suggested demographics in the DMG. I'll agree that the magic shop idea, other than for maybe potions, scrolls and alchemical items, is silly. No one is going to spend that much cash on spec on an item with such a low number of buyers. Thats silly. Equally silly is finding a bec du corbin in that hydra's treasure hold that just happens to be of an enhancement suitable to my level. However, in a fairly large urban center, it isn't so unrealistic that I could saunter over to the local War Gawd's temple, make a whoppingly huge donation and ask them to fashion a lumpy metal thing +2 for me. It's not voodoo economics when you start to apply the basic assumptions in the RAW to the campaign setting. Personally, I've gone the other way from others here. I started with a number of house rules - combat rules, character generation, supplemental books etc - and, over the years, have pared down to a bare minimum. Instead of trying to shoehorn the rules into my campaign to generate a particular "feel", now I tweak my campaign a bit to follow the raw and still maintain that particular "feel". If I want a campaign with very little magic, put the setting where there aren't any large urban centers to support high level casters. Make travel difficult for one reason or another. Or, and this one works the best, actually insist on creation times for crafting a masterwork item plus crafting the magic itself. It's amazing how many players will plunk down thousands of gp on an item but will flat out reject the idea of having to wait three months while that suit of armor is made and then enchanted. In my own experience, I've found that actually simply using the RAW is a much more effective limitation on PC's than any house rule I could come up with. :D [/QUOTE]
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