VirgilCaine
First Post
Syntallah said:I DM for a group that happens to like a medium to high magic campaign in the new D&D3.5 system, and I am generally OK with that (this is NOT a discussion on low vs high!). However, I am very much against the whole "magical Wal-Mart" idea wherein the PCs can merely go into a shop and spend their gold to get whatever they want.
How do some of you DMs out there handle this sort of situation?
Simple.
In my campaign, all aboveboard magic item sales are supervised and guaranteed by a continental union of Mage's Guilds. All follow the same basic rules and have the same purpose, and were instituted for the same purpose--to control wizardry.
All wizards take an Oath--one part fo this Oath is to always present oneself as a seller of a service NEVER a product.
Another rule is that "High Magic"--spells above 3rd level cannot be sold for coin or common methods of payment--payment must be arranged through service or barter.
That means quests for power components, monster-capturing, and doing the wizards scut work--giving his apprentices the day off.
For example--the PCs want to have an enchanted sword upgraded, and a few minor items made, say, like a Boccobs Book, and a few Cloaks of Resistance +2.
Okay, that'll take hunting down a certain item from a Feystag*, finding the Feystag, persuading him to give the PCs the item, and getting back to the wizards tower.
Then, the PCs have to patrol the surrounding area and make sure nothing new appears and makes trouble while the local wizard is working on the items.
(* think a deer with crude hand-like appendages, but it can manipulate and activate magical items, and has a massively trapped lair and intimate knowledge of the surrounding terrain and it's enhabitants)