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<blockquote data-quote="Celebrim" data-source="post: 5368231" data-attributes="member: 4937"><p>It's funny, but I've had a player of a Wizard in my game make absolutely the opposite argument. He claimed that you had to make Magic Items purchasable because otherwise, spellcasters would end up penalized with less XP than their counterparts.</p><p></p><p>At the levels I usually game in (1st through 12th), I don't find spellcasters particularly hard to balance with non-spellcasters. Especially at low levels, spellcasters are highly dependent on magical equipment for attacks and defenses. At low levels, a fighter can buy better quality mundane equipment. But barring a lucky find, a wizard must make his own defensive items or quickly become such a glass cannon that he risks death at every turn. </p><p></p><p>My general rules are:</p><p></p><p>1) Alchemists, Hedge Mages and Apothecaries are quite common. Potions may be found for sale in limited quanities in almost any town big enough to risk the name town, though in rural areas these may be limited to 0th and 1st level items. A limited number of magic items with cantrip like effects may also be found at the better stores (wand of detect magic, for example), although these may often be no more than baubles for the consumption of the upper class (Goblet of Wine Chilling, for example).</p><p>2) Potions and scrolls of up to 3rd level are available in limited quantities from large temples that the character is in good standing with. That is to say, regular worshipers who offer sacrifices and donations are allowed the first choice of any such items. </p><p>3) Any magic item can be readily sold, though must dealers simply lack the knowledge or funds to handle powerful devices so some care must be taken to find a dealer who won't cheat you and who recognizes an items true worth. Likewise, some dangerous items may require more work to find a suitably shady buyer. </p><p>4) Almost no powerful items can be readily purchased, but if the PC's gain sufficient upper class contacts they may be invited to infrequent auctions where 2d4 items of random quality are put up for sale by dealers who specialize in such things. These are invitation only affairs, and many of the buyers are powerful governments, temples, societies, etc. Particularly covet worthy devices may fetch considerably more than there usual price, to say nothing of the envy of the losers.</p><p>5) If the PC's except service with a powerful lord, they may recieve an item as a gift for services. Giving out such items is considered essential to maintaining your reputation as a noble or ruler, which partly explains why so few magic items are on the market. (The other explanation is the same as why so few Hellfire missiles or Claymore mines are available in retail shops.)</p><p>6) Some items may be made on commission by a suitable NPC who views the players favorably. This works just fine, so long as you are willing and able to wait a few weeks for your item.</p><p>7) Otherwise, find stuff. Why else do you go down into dark dank dungeons except for the gizmos of great power?</p><p>8) When in doubt, give out/place fewer more powerful items (often that have powers that are revealed as the character gains levels) rather than many weak items. Not only does it reduce book keeping, but it tends to make the player more happy to have something iconic in their possession rather than being decked out like a christmas tree.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5368231, member: 4937"] It's funny, but I've had a player of a Wizard in my game make absolutely the opposite argument. He claimed that you had to make Magic Items purchasable because otherwise, spellcasters would end up penalized with less XP than their counterparts. At the levels I usually game in (1st through 12th), I don't find spellcasters particularly hard to balance with non-spellcasters. Especially at low levels, spellcasters are highly dependent on magical equipment for attacks and defenses. At low levels, a fighter can buy better quality mundane equipment. But barring a lucky find, a wizard must make his own defensive items or quickly become such a glass cannon that he risks death at every turn. My general rules are: 1) Alchemists, Hedge Mages and Apothecaries are quite common. Potions may be found for sale in limited quanities in almost any town big enough to risk the name town, though in rural areas these may be limited to 0th and 1st level items. A limited number of magic items with cantrip like effects may also be found at the better stores (wand of detect magic, for example), although these may often be no more than baubles for the consumption of the upper class (Goblet of Wine Chilling, for example). 2) Potions and scrolls of up to 3rd level are available in limited quantities from large temples that the character is in good standing with. That is to say, regular worshipers who offer sacrifices and donations are allowed the first choice of any such items. 3) Any magic item can be readily sold, though must dealers simply lack the knowledge or funds to handle powerful devices so some care must be taken to find a dealer who won't cheat you and who recognizes an items true worth. Likewise, some dangerous items may require more work to find a suitably shady buyer. 4) Almost no powerful items can be readily purchased, but if the PC's gain sufficient upper class contacts they may be invited to infrequent auctions where 2d4 items of random quality are put up for sale by dealers who specialize in such things. These are invitation only affairs, and many of the buyers are powerful governments, temples, societies, etc. Particularly covet worthy devices may fetch considerably more than there usual price, to say nothing of the envy of the losers. 5) If the PC's except service with a powerful lord, they may recieve an item as a gift for services. Giving out such items is considered essential to maintaining your reputation as a noble or ruler, which partly explains why so few magic items are on the market. (The other explanation is the same as why so few Hellfire missiles or Claymore mines are available in retail shops.) 6) Some items may be made on commission by a suitable NPC who views the players favorably. This works just fine, so long as you are willing and able to wait a few weeks for your item. 7) Otherwise, find stuff. Why else do you go down into dark dank dungeons except for the gizmos of great power? 8) When in doubt, give out/place fewer more powerful items (often that have powers that are revealed as the character gains levels) rather than many weak items. Not only does it reduce book keeping, but it tends to make the player more happy to have something iconic in their possession rather than being decked out like a christmas tree. [/QUOTE]
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