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Buying magic items vs. finding magic items
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<blockquote data-quote="SkidAce" data-source="post: 6155028" data-attributes="member: 7706"><p>I talked about mass infrastructure in a previous post, and certainly implied an industry. And Derren replied to me in the same vein.</p><p></p><p>So yes, we have been using that term.</p><p></p><p>And I think its a telling point that is causing the dissonance.</p><p></p><p>I had economics in my college course also, I understand everything y'all are saying. and the principles of what you speak are 100% true. (I had flashbacks when someone clarified the supply/demand graph and the intersection. Blech.)</p><p></p><p>Using the economic terms, I can't refute anything that those of you have been saying about magic items. I can however, say that my campaign is framed such that the players have the most access to magic loot and items.</p><p></p><p>And that being the case, there will be no "industry" which was my original point at the beginning of the thread, magic items don't have to readily available DUE to demand. There can be reasons they are not.</p><p></p><p> [MENTION=177]Umbran[/MENTION] your point on logic holes is well taken, but in actuality there is no problem. The situation with the Duke buying the players loot is exactly what should happen (in my campaign), he comes to the rare individuals who have the things he wants/needs and either buys or bullies his way to ownership.</p><p></p><p>So the premise on which my world is built is intact. Adventurers (mainly players) are the few and far between that have the loot. Because my premise is true, the Duke has really no other option. (which makes for great play when he wants something they wouldn't want to give up.</p><p></p><p></p><p></p><p>Great conversation folks...thanks for your patience.</p></blockquote><p></p>
[QUOTE="SkidAce, post: 6155028, member: 7706"] I talked about mass infrastructure in a previous post, and certainly implied an industry. And Derren replied to me in the same vein. So yes, we have been using that term. And I think its a telling point that is causing the dissonance. I had economics in my college course also, I understand everything y'all are saying. and the principles of what you speak are 100% true. (I had flashbacks when someone clarified the supply/demand graph and the intersection. Blech.) Using the economic terms, I can't refute anything that those of you have been saying about magic items. I can however, say that my campaign is framed such that the players have the most access to magic loot and items. And that being the case, there will be no "industry" which was my original point at the beginning of the thread, magic items don't have to readily available DUE to demand. There can be reasons they are not. [MENTION=177]Umbran[/MENTION] your point on logic holes is well taken, but in actuality there is no problem. The situation with the Duke buying the players loot is exactly what should happen (in my campaign), he comes to the rare individuals who have the things he wants/needs and either buys or bullies his way to ownership. So the premise on which my world is built is intact. Adventurers (mainly players) are the few and far between that have the loot. Because my premise is true, the Duke has really no other option. (which makes for great play when he wants something they wouldn't want to give up. Great conversation folks...thanks for your patience. [/QUOTE]
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