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DMs against the Magical Wal-Mart
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<blockquote data-quote="WayneLigon" data-source="post: 1435763" data-attributes="member: 3649"><p>Any comparison I can think of with our own economy isn't really valid. These people don't have a concept of economies of scale since they can't mass-produce things. They also have no concept of interchangable parts. Each and every thing crafted is unique, and craftsmen rarely if ever share trade secrets. Innovations take years, decades, sometimes centuries to manifest, if they don't simply die with the creator. Transport times are slow at the best of times; materials needed might take weeks or months to arrive.</p><p> </p><p>Generally, I let people buy a number of things within limit; I'll go through the DMG when I'm looking at an area, and decide what artificers (casters that have decided to take the item creation feats) exist, where they exist, and what they are capable of. Most casters never get above second or third level, so low-level potions and the like are both somewhat common and within the average adventurer's price range. I look at them like fine wines; everyone has heard of them, but few people buy them because they are usually more than the normal person wants to pay.</p><p> </p><p>For important items, I may roll up the artificer in question and see what spells he has access to. </p><p> </p><p>To get what they want, they might have to go to two or more artificers, widely separated. Here, to get a masterwork sword magiced to +1, here to put Fire Burst on it, and there to get Keen put on it. Lots of time, dangerous encounters, possibility of the artificer saying 'sorry, the Duke has told me to craft six magical longswords as gifts for his leigemen; that, along with my regular duties, will take my time for the next couple of months'.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 1435763, member: 3649"] Any comparison I can think of with our own economy isn't really valid. These people don't have a concept of economies of scale since they can't mass-produce things. They also have no concept of interchangable parts. Each and every thing crafted is unique, and craftsmen rarely if ever share trade secrets. Innovations take years, decades, sometimes centuries to manifest, if they don't simply die with the creator. Transport times are slow at the best of times; materials needed might take weeks or months to arrive. Generally, I let people buy a number of things within limit; I'll go through the DMG when I'm looking at an area, and decide what artificers (casters that have decided to take the item creation feats) exist, where they exist, and what they are capable of. Most casters never get above second or third level, so low-level potions and the like are both somewhat common and within the average adventurer's price range. I look at them like fine wines; everyone has heard of them, but few people buy them because they are usually more than the normal person wants to pay. For important items, I may roll up the artificer in question and see what spells he has access to. To get what they want, they might have to go to two or more artificers, widely separated. Here, to get a masterwork sword magiced to +1, here to put Fire Burst on it, and there to get Keen put on it. Lots of time, dangerous encounters, possibility of the artificer saying 'sorry, the Duke has told me to craft six magical longswords as gifts for his leigemen; that, along with my regular duties, will take my time for the next couple of months'. [/QUOTE]
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