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General Tabletop Discussion
*Dungeons & Dragons
"Auction-style" magic shoppes
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<blockquote data-quote="jgsugden" data-source="post: 7135717" data-attributes="member: 2629"><p>That is a well thought out system, but I don't like the idea of a system for magic items.</p><p></p><p>I find that 'magic shops' run a bit more like Amazon is many games than like an antiques dealer. I think the DMG has the right approach in giving us a guideline, but encouraging us to treat any significant magic item as something that doesn't have a fixed price.</p><p></p><p>In my games: Outside of potions and magical trinkets (Feather Tokens, continual light objects, etc...), a dealer is unlikely to have a price on an item. Instead, he'll be looking to sell it for as much as possible from a prospective buyer. If he thinks he can get more in the future, he'll pass on selling - unless he has a need of funds now. He may trade a powerful weapon for a magic item that rich merchants might covet more. A merchant in a smaller location might have less items to sell, but be more likely to sell at a lower price because of his limited market. A merchant in a big city might demand 20,000 for a +1 dagger if a hero busts in the door with a monster that can only be hit by magic weapons right behind him. A merchant might be intimidated into lowering a price, but costing him that much money will have ramifications for the PC. On the other hand, a starving farmer that has a relic from his hero father might sell it for a few hundred gold and consider himself lucky - despite it being a +3 weapon.</p><p></p><p>Magic items are a big deal. Roleplaying any exchanges involving them rather than just using a menu or system helps keep them feeling important and helps to keep D&D from feeling like a MMORPG.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7135717, member: 2629"] That is a well thought out system, but I don't like the idea of a system for magic items. I find that 'magic shops' run a bit more like Amazon is many games than like an antiques dealer. I think the DMG has the right approach in giving us a guideline, but encouraging us to treat any significant magic item as something that doesn't have a fixed price. In my games: Outside of potions and magical trinkets (Feather Tokens, continual light objects, etc...), a dealer is unlikely to have a price on an item. Instead, he'll be looking to sell it for as much as possible from a prospective buyer. If he thinks he can get more in the future, he'll pass on selling - unless he has a need of funds now. He may trade a powerful weapon for a magic item that rich merchants might covet more. A merchant in a smaller location might have less items to sell, but be more likely to sell at a lower price because of his limited market. A merchant in a big city might demand 20,000 for a +1 dagger if a hero busts in the door with a monster that can only be hit by magic weapons right behind him. A merchant might be intimidated into lowering a price, but costing him that much money will have ramifications for the PC. On the other hand, a starving farmer that has a relic from his hero father might sell it for a few hundred gold and consider himself lucky - despite it being a +3 weapon. Magic items are a big deal. Roleplaying any exchanges involving them rather than just using a menu or system helps keep them feeling important and helps to keep D&D from feeling like a MMORPG. [/QUOTE]
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