Accountants and D&D

It is totally in the DMs control. I usually , only give out scaled items that increase in power over time- my players love it, i do as well. I also use magical items that the players have to invest in to get additonal powers etc (xp cost). Just make it clear that that is how it will beat the start of the game.
 

log in or register to remove this ad

I make everything quite relative to the PC's spending habits. There is one shop that buys/sells magic items. The more money the PC's pour into his shop the greater his chances are of having more items so that encoruages my PC's to spend their hard earned cash instead of hording it needlessly.


Therefore, I can throw whatever I want at them and they can't complain that I never gave them a chance to buy items...
 

I haven't given out any magic items yet...
I'm seriously thinking of making certain magic items (that is, weapons, armor, and certain useful wizardly tools like rods of metamagic and rings of wizardry) "leveled" items from that Dragon article.
 

I kinda feel uncomfortable starting threads for fear that I may be rehashing old ground

It's a little known fact that there are only twelve different topics of discussion on these boards, and we just keep discussing them over and over using different words.

So don't hesitate to post when you are curious about something.

Cedric
 

Tsyr said:
Or I could play low magic and have it work out just fine, contrary to your apparent assumption.

I use the WoT magic system in a normal DnD-style fantasy game. Add in the varying levels of "above masterwork" items and different magic system, and it works out good.

In fairness to Rashak Mani, Tsyr, you have rebalanced the game to accommodate the low-magic setting. I would say that if all you had done is reduce the availability and power of magical items and nothing else, then as Rashak says, at high levels the spellcasters shine at the expense of those who don't have innate magic.

On the more general point of the acquisition of magic items, I have to agree that the method you use to introduce and control magic items in the game falls squarely on the DM's shoulders. You don't have to have magic shops where every item is available. Instead, you can simply have item crafters who will take commissions, and perhaps wil deal in items of interest to them. If this forces a little downtime in the game where PCs are resting up, well most likely it adds a touch of verisimilitude (otherwise PCs can find themselves advancing from level 1 to level 20 in the space of less than a game year! :D).

On the practical side of people taking to long as they try and eek out every last bonus they can, that's simply a DM mangement problem. Either let the players decide between sessions (and arrange play to finish up at the right point to facilitate this). Or simply set a reasonable time limit for everyone ("okay guys, you have 15 minutes to decide, otherwise I am gonna assume you make no purchases at all").

The game neither has to run nor feel like a game of Diablo. 3e rightly figured the question of PC equipment into the campaign structure, but that dones't make it a computer game, some opinions to the contrary. DMs make the flavour of the setting (aided by the players).
 

If PCs cant buy... they wont sell too. So the +1 sword he found at 5th lvl will stay with him when he is 10-12th lvl ?

Well...I have a suggestion, based on what I do in my game. While "stores" where you can just pick magic items to buy right out of the DM's guide do not exist...there are some means by which you can acquire those things you think you need as a player.

First of all, wizards and priests in a sufficiently large city (based on the rules in the DMG) will take contract work if they are able to undertake the creation of magic items.

This requires a gather information roll of 10 + caster level of the item to find someone who can make it. Then you have to negotiate with them. They'll almost never have it already made...but will instead have to make it.

If a PC just wants to pay gold for the item...then market price for the item is four times what it normally would be. However, the PC's can trade other magic items for the magic item they want made...cost in magic items if 50% above market value. (If it costs 10,000 gp normally, you need to provide 15,000 gp worth of magic items).

Lastly, you can obtain a list of items/ingredients (hard to gather) that the creator needs. Provide these and he will sell you the item for gold pieces for straight up market value...or take the ingredients + magic items in trade for 75% of Market Value.

It's important to note that in my world, having rare, expensive, hard to get magical ingredients (appropriate to the item being made) will reduce or possibly even eliminate the xp cost for creating the item.

These ingredients shouldn't be easily obtained though.

Lastly...those +1 items still kicking around when you are higher level, make for great donations to the church when you want a resurrection...or something of the like. Especially to the church of Boccob, which values any magic item.

Cedric

p.s. If you have any questions or want any more details, lemme know, I'll follow this thread.
 

Sepulchrave does it the best I've seen to date. You can't buy magic items in his campaign - they are too rare and precious to consider parting with for mere gold. However, you can seek out other owners of magic items and offer trades for gear you want. Basically, magic items and services are on a barter system. This is a terrific idea because it has players getting involved in your world as they try to find a person who owns and/or can make a magic item you want, and it's a great way to use those tangential items you don't want or need - now they have great trade value.
 

In my Planescape campaign, I usually allow buying of simple magical items easily in Sigil (which is a huge commercial city after all). For more powerful stuff, you're going to have to take agreements with a merchant who can find it for you. For the really impressive thingies, well, that could be an adventure in itself. Occasionally, I'll have a merchant pop up and offer boats of one particular powerful item for a while. If the PCs grab the occasion, OK, otherwise, OK all the same. Like, some time ago a merchant was selling Ioun Stones of all kinds for half price.
 

We are lucky in our game that the DM gives us quite a bit of down time to make items....everything we have that is magical was either found or made (or given to us as payment). I dont think we have bought anything really....
 

Temp vs perm magic...

I'm inclined as a DM to make the distinction between temporary and permanent magic items.

I don't have a difficulties with potions, scrolls and items holding charges that can be expended. The quantity and quality of temporary magic is easy to adjudicate I think. For an adventuring party to stock up on healing potions and a few scrolls for protection, and other such temporary paraphenalia seems quite a "logical" strategy for the players--they are supposed to be heros with a growing reputation after all... The ease of acquistion of temporary items as gifts, rewards or mere purchases could reflect the PCs overall standing, renown, reputation, etc.

Permanent magic is totally another story for me. I like to keep it very rare, difficult to make or procure, and I prefer to reserve such items as treasue awards after a tough session. I also like to throw in items the PC's cannot/will not use, these can be powerful bargaining chips at the right moment ;) The concept of levelled items from Dragon #289 is something I have implemented to emphasize the idea that permanent magic items are truly special...

Those are my 2 cents :)

-W.
 
Last edited:

Remove ads

Top