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DM Advice on dealing with PCs buying/selling magic items
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<blockquote data-quote="Kugar" data-source="post: 513868" data-attributes="member: 442"><p>As a DM there is an issue to address before you should change things:</p><p><strong>Are magic items a liquid commodity?</strong></p><p>It seems that kengar has already decided he doesn't like this option, but give it some thought. PCs only get 1/2 value from sales, and must pay full price for new gear. The result is a net loss of power and if anything excessive selling of items should weaken a party. If the PCs do not treasure they find, then perhaps they are finding too much. The cost of selling a new magic item should hurt (or the NPCs have magic gear so lousy that selling it is still more attractive than keeping it). In addition, some selling probably must be done in order to buy newer shiner swords as PCs go up levels. That being said, if selling magic is not be a game balance issue then it falls into the realm of flavor.</p><p></p><p><strong>More flavorful magic items</strong></p><p>If you want to avoid the taste of a magic bazaar, than you could invest the time to create items that really floor the PCs. Create new items. Benefits include:</p><p>1) Metagaming the item function is impossible.</p><p>2) Without a clear identification, the PCs need to apprise the item, not have their players look it up in the Big Book O' Magic.</p><p>3) PCs will tend cherish unique treasure more than "stuff from the book"</p><p>4) It will encourage players to make their own gear to get custom items.</p><p></p><p><strong>Leveled Magic Items</strong></p><p>There have been a couple of ways that magic items can improve as the PCs increase level. Doing this with the equipment that "has" to advance like armor and weapons means that the PC don't have to have the Final Fantasy/CRPG attitude toward magic just to survive.</p><p></p><p>I hope this helps.</p><p>Kugar</p></blockquote><p></p>
[QUOTE="Kugar, post: 513868, member: 442"] As a DM there is an issue to address before you should change things: [b]Are magic items a liquid commodity?[/b] It seems that kengar has already decided he doesn't like this option, but give it some thought. PCs only get 1/2 value from sales, and must pay full price for new gear. The result is a net loss of power and if anything excessive selling of items should weaken a party. If the PCs do not treasure they find, then perhaps they are finding too much. The cost of selling a new magic item should hurt (or the NPCs have magic gear so lousy that selling it is still more attractive than keeping it). In addition, some selling probably must be done in order to buy newer shiner swords as PCs go up levels. That being said, if selling magic is not be a game balance issue then it falls into the realm of flavor. [b]More flavorful magic items[/b] If you want to avoid the taste of a magic bazaar, than you could invest the time to create items that really floor the PCs. Create new items. Benefits include: 1) Metagaming the item function is impossible. 2) Without a clear identification, the PCs need to apprise the item, not have their players look it up in the Big Book O' Magic. 3) PCs will tend cherish unique treasure more than "stuff from the book" 4) It will encourage players to make their own gear to get custom items. [b]Leveled Magic Items[/b] There have been a couple of ways that magic items can improve as the PCs increase level. Doing this with the equipment that "has" to advance like armor and weapons means that the PC don't have to have the Final Fantasy/CRPG attitude toward magic just to survive. I hope this helps. Kugar [/QUOTE]
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