jmucchiello
Hero
This is not true. I've played in 1e games with fully available magic items (usually on commission but cheap stuff was in the "adventurers' store"). The difference in 1e is there are less must have items. Want to improve your Con? Can't*. Int? Can't*. Dex? Well there's gauntlets of Dexterity that will raise a dex of 14 or higher by +1.S'mon said:Naw, this just shows how much they have the wrong end of the stick. The big problem is not pricing, but fungibility. If you can reliably sell the rarely-useful exotic item, and buy the routinely useful-at-staying alive item, that's what you'll do, because D&D players fear PC death. Most would sell a Helm of Underwater Action for a +1 sword, if they didn't already have such a sword. The only solution is not to have items regularly available to buy at all.
And they cost 10,000 gp. It's right there in the 1e DMG. Or that same 10,000 gp might yield the Wand of Orcus?!??!? Now granted the 1e DMG does not encourage free trade of magic items (or artifacts), but I can't imagine we were the only folks who saw the stuff had prices and made them available for sale in large cities.
Cloak of protection cost 10,000 gp per plus granted and it affected AC and saving throws. Sword +1 - +5 costs 2,000, 4,000, 7,000, 10,000, and 15,000 gp respectively. But a vorpal sword costs 50,000 gp. Armor is dependent on type chainmail +1 is 3,500 gp but platemail +1 is 5,000 gp. But unlike 3e, armor generally costs more than weapons.
* Oh yeah, Manual of Bodily Health. Read once, follow reginmen, gain +1 Con. Once. For all time. Costs 50,000 gp.
It isn't that the big six are available. It's that there are more than 3 must haves.