wayne62682
First Post
I thought that 3.x had the ASSUMPTION that you could buy magic items in shops, rather than the 1/2e mentality that it's insanely hard to craft and that you had to find them?
Celebrim said:There are lucrative markets around the buying selling of F-18's and nuclear weapon technology too, but they aren't exactly the easiest markets to break into if you happen to be well, just about anyone. My assumption has always been that there is essentially infinite demand for magic items, but essentially zero supply because the major brokers of power try to horde magic items for thier exclusive use. So, you can always find a major religion, nobleman, or government that wants to add to thier collection, but you can almost never find someone willing to sell a magic item that they own any more than you can normally find people who'd willingly sell thier own XP. This is actually pretty easy to justify. If you dry the market up, what you'll discover is that PC's don't sell magic items that they could reasonably at any point in the future have a use for, because they recognize that such items are essentially irreplacible. You'll also notice that high level characters that can produce high level magic items are rare, and when they do make something its for thier own use or the use of a close ally. How do we know that? Because that's exactly how the PC's operate. Moreover, if you assume a living system, then no one really wants to put magic items on the open market because everyone knows that if you put it on an open market there is a very good chance that that item will come back in the hands of an enemy. Try this excercise. Every time the PC's sell an item on an open market (open meaning that they are selling it to someone who is acting as a distributer), dice for the chance that the item is purchased by one of the sinister organizations that the PC's are up against. Then, if the PC's get unlucky or just stupid, add that item to the enemies wealth above and beyond thier CR. Doesn't take much time for your average PC party to realize that selling the +2 unholy flail to that merchant they met was maybe a bad idea - tidy profit or not. So, my assumption is that all the markets for magic items are basically closed ones, and would only be available to the PC's if they had a close alliance with a major broker of power.
Celebrim said:And speaking of, just what do you think PC's in my experience tend to do with thier money?
charlesatan said:It was partially remedied in Weapons of Legacy (and one of the prestige classes in Unearthed Arcana) since hindsight is indeed 20/20 (and IMO I think 3.5 is really only 3.5 as of late thanks to new concepts like swift/immediate actions, substitution levels, etc.) although I expect it'll be somehow incorporated at some later date (i.e. when 4th Ed finally comes out).
The problem with the other utility magic items is that their use varies from campaign to campaign. Look at Dungeonscape: the book has a section devoted to magic items that are great in dungeons and whose applications aren't always as obvious (dust of absorption, bag of tricks, etc.). The strength there is that they have uses. The problem is that it's limited to a dungeon setting (imagine bringing a 10-foot pole to an underwater environment).
My character uses a somewhat uncommon weapon. If I ever want to upgrade, say from masterwork to magical because we are starting to encounter those enemies with /magic DR, there are basically six options.Celebrim said:There are lucrative markets around the buying selling of F-18's and nuclear weapon technology too, but they aren't exactly the easiest markets to break into if you happen to be well, just about anyone. My assumption has always been that there is essentially infinite demand for magic items, but essentially zero supply because the major brokers of power try to horde magic items for thier exclusive use. So, you can always find a major religion, nobleman, or government that wants to add to thier collection, but you can almost never find someone willing to sell a magic item that they own any more than you can normally find people who'd willingly sell thier own XP. This is actually pretty easy to justify. If you dry the market up, what you'll discover is that PC's don't sell magic items that they could reasonably at any point in the future have a use for, because they recognize that such items are essentially irreplacible. You'll also notice that high level characters that can produce high level magic items are rare, and when they do make something its for thier own use or the use of a close ally. How do we know that? Because that's exactly how the PC's operate. Moreover, if you assume a living system, then no one really wants to put magic items on the open market because everyone knows that if you put it on an open market there is a very good chance that that item will come back in the hands of an enemy. Try this excercise. Every time the PC's sell an item on an open market (open meaning that they are selling it to someone who is acting as a distributer), dice for the chance that the item is purchased by one of the sinister organizations that the PC's are up against. Then, if the PC's get unlucky or just stupid, add that item to the enemies wealth above and beyond thier CR. Doesn't take much time for your average PC party to realize that selling the +2 unholy flail to that merchant they met was maybe a bad idea - tidy profit or not. So, my assumption is that all the markets for magic items are basically closed ones, and would only be available to the PC's if they had a close alliance with a major broker of power.
And speaking of, just what do you think PC's in my experience tend to do with thier money?
MerricB said:Razz - if you don't allow PCs to buy magic items, what do they do with their money?
Cheers!
This is just one of those bizarre D&Disms: even fairly low-level characters with a few hundred gold pieces to their names are wealthy by the standards of those living around them. PC's will eventually become as rich as the richest noble (those elite ones that invariably seem to be semi-retired adventurers themselves notwithstanding). If you're a trillionaire, you will find few doors get slammed in your face.Celebrim said:There are lucrative markets around the buying selling of F-18's and nuclear weapon technology too, but they aren't exactly the easiest markets to break into if you happen to be well, just about anyone. My assumption has always been that there is essentially infinite demand for magic items, but essentially zero supply because the major brokers of power try to horde magic items for thier exclusive use.
Well, looking back to the heydays of a misspent youth, the desire to obtain a cool magic item that you couldn't just go out and commission was the basis of actual adventuring. Rather than plundering mad money from hapless dungeon-dwellers to go on a shopping spree in town, you'd actually sit down with some sage and figure out how to work around the middle-man (as there were no yellow pages of middle-men to work through). Or you'd be rewarded the item of your dreams in exchange for some good deed, like averting the end of the world.Ealli said:My character uses a somewhat uncommon weapon. If I ever want to upgrade, say from masterwork to magical because we are starting to encounter those enemies with /magic DR, there are basically six options.
1) The module includes one. It's an uncommon weapon, I'm not holding my breath for this.
2) The DM modifies the module. Possible, especially if the module includes some other weird weapon, he might be kind.
3) I buy the upgrade somewhere.
4) Butter up the artificer/wizard and convince him that I need this upgrade more than the others in the party. Possible too. Banning purchase but leaving easy crafting seems like a little oversight though.
5) Change my character concept. This one is very sad. A central tenet in the character concept is the fighting style, and the fighting style is only feasible with a small group of weapons. If the situation becomes dire, I may switch to the basic longsword or greatsword style, but I would feel like I've wasted a lot and made my character significantly less unique.
6) Accept being less effective than if I had done the most basic of styles.
Fortunately, I did start with a magic weapon so the situation is unlikely to become dire, but I suspect that if our current artificer dies before he can upgrade my weapon then I'll never be upgrading.
Wulf Ratbane said:D&D is definitely balanced to include, not just "correct value of gear," but "correct gear."
In my opinion, there's just no way to balance a helm of comprehend languages, a folding boat, and Murlynd's Spoon against the Big Six-- no matter how much you reduce their value. There are certain kinds of items/abilities for which you could reduce their cost to nearly nothing, lump them all together in the aggregate into a Heward's Handy Haversack, and they still won't be balanced against a +5 sword.
Felon said:Well, looking back to the heydays of a misspent youth, the desire to obtain a cool magic item that you couldn't just go out and commission was the basis of actual adventuring. Rather than plundering mad money from hapless dungeon-dwellers to go on a shopping spree in town, you'd actually sit down with some sage and figure out how to work around the middle-man (as there were no yellow pages of middle-men to work through).
I"m not sure D&D is better off in the end by boiling everything down to a simple formula for convenience's sake. Maybe things are fun when they're not convenient and predictable.