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DMs against the Magical Wal-Mart
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<blockquote data-quote="VictorSim" data-source="post: 1433463" data-attributes="member: 11664"><p>Assuming that your world uses the Manual of the Planes, Epic Handbook and that mercanes exist (ie. standard D&D world) then logically PCs should be able to buy whatever magic items they want in any town that possesses a 7th level wizard or 7th level cleric to a god of magic. If the players cannot easily buy magic items then they should setup magic shops themselves and become rich using the following strategy:</p><p></p><p>Using a Lesser Planar Binding or Lesser Planar Ally spell the shopkeeper summons up a Mercane and tells the mercane what magic item the buyer is looking for. The mercane agrees to buy the item in the planar metropolis of Union or from one of his other sources. The entire mercane race is dedicated to the buying and selling of magic items on an interplanar level and are highly organized so it should rarely take longer then a day to procure any standard item under the gp limit of a Planar Metropolis. If the item is non-standard then procurement will take longer as the item is specially made. The merchant mage/cleric summons up the mercane the next day and the transaction is made for the purchase of the item.</p><p></p><p>This system has several advantages for everyone concerned. The buyer gets to buy nearly anything they want from one convenient location. The merchant doesn't have to store a bunch of high value magic items on his premises which are guaranteed to attract thieves and doesn't have to invest a lot of capital into inventory. The Mercanes get a ready market for their wares and have local merchants acting as value added resellers.</p><p></p><p>Furthermore this scenario explains why magic items have the same cost across the various worlds and why there is a list of standard DMG items. The DMG items are those that the mercanes keep in stock and the prices are those fixed based upon their home world economics. </p><p></p><p>The cost of the magic items should be as per the DMG with the following additional fees: 600 gp in trade for one days work by the Mercane (using gate spell description for the per diem rate for an outsider's services), 560 gp for a 7th level caster to cast two lesser planar ally/binding spells (one to place the order and one for delivery). </p><p></p><p>Note: the party should be able to trim these costs by placing bulk orders which would only require these fees to be paid once for the entire order instead of individually for each item. </p><p></p><p>Furthermore if the party has PCs of 7th level or higher with the appropriate spells they should be able to cast the summoning spells themselves bypassing that cost and will no longer have to return to towns to re-equip as they can simply summon up their personal mercane merchant and deal with him directly while in the dungeon.</p><p></p><p>This is the logical extrapolation of the economics of magic items in the D&D universe in my campaign based upon the rules as written.</p><p></p><p>Victor Sim</p></blockquote><p></p>
[QUOTE="VictorSim, post: 1433463, member: 11664"] Assuming that your world uses the Manual of the Planes, Epic Handbook and that mercanes exist (ie. standard D&D world) then logically PCs should be able to buy whatever magic items they want in any town that possesses a 7th level wizard or 7th level cleric to a god of magic. If the players cannot easily buy magic items then they should setup magic shops themselves and become rich using the following strategy: Using a Lesser Planar Binding or Lesser Planar Ally spell the shopkeeper summons up a Mercane and tells the mercane what magic item the buyer is looking for. The mercane agrees to buy the item in the planar metropolis of Union or from one of his other sources. The entire mercane race is dedicated to the buying and selling of magic items on an interplanar level and are highly organized so it should rarely take longer then a day to procure any standard item under the gp limit of a Planar Metropolis. If the item is non-standard then procurement will take longer as the item is specially made. The merchant mage/cleric summons up the mercane the next day and the transaction is made for the purchase of the item. This system has several advantages for everyone concerned. The buyer gets to buy nearly anything they want from one convenient location. The merchant doesn't have to store a bunch of high value magic items on his premises which are guaranteed to attract thieves and doesn't have to invest a lot of capital into inventory. The Mercanes get a ready market for their wares and have local merchants acting as value added resellers. Furthermore this scenario explains why magic items have the same cost across the various worlds and why there is a list of standard DMG items. The DMG items are those that the mercanes keep in stock and the prices are those fixed based upon their home world economics. The cost of the magic items should be as per the DMG with the following additional fees: 600 gp in trade for one days work by the Mercane (using gate spell description for the per diem rate for an outsider's services), 560 gp for a 7th level caster to cast two lesser planar ally/binding spells (one to place the order and one for delivery). Note: the party should be able to trim these costs by placing bulk orders which would only require these fees to be paid once for the entire order instead of individually for each item. Furthermore if the party has PCs of 7th level or higher with the appropriate spells they should be able to cast the summoning spells themselves bypassing that cost and will no longer have to return to towns to re-equip as they can simply summon up their personal mercane merchant and deal with him directly while in the dungeon. This is the logical extrapolation of the economics of magic items in the D&D universe in my campaign based upon the rules as written. Victor Sim [/QUOTE]
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