DMs: How available do you make magic items? And what about the craft feats?

Zogg

First Post
So I'm a new tabletop gamer - played many PC Dnd RPGs (there's some acronyms for ya) from the Gold Box games up to Icewind Dale 2. Good times.

Anyway, from what I can tell my DM allows the PCs (us) to purchase pretty much anything in the DMG - though I should mention we are currently and often visiting a great capitol city and we don't have access to hardly any magic items in very small towns on the occasion we happen to be in one. I personally have a problem with EVERYTHING being at the disposal of the PCs in capitol cities. I know it would probably be a pain for the DM to make a list of various magic items available in the stores, and ultimately she has to 'approve' any magic items we purchase, but I think it would be nice if she made up a list of cool items in town. This is how it is done currently in most PC games - there are several merchants who have a good variety of items, but they don't have EVERYTHING.

Case in point: our current wizard (level 8 or something) is walking around with a baby pegasus that he purchased that has a collar of mind-control. He also has a myriad of wands (he took a level of cleric for the cure wands...LAME!) and other magic items. We've also had a habit of returning to town after every adventure to 're-stock'.

Additionally, I think the 'craft' feats undermine the DM's role as the person that regulates what kind of loot that party walks around with. Our wizard is clearly becoming obsessed with crafting various items and I get the feeling we adventure to fund his crafting. This really kills the atmosphere for me.

Getting to the point: I think all DMs should create lists of magic items that are available in a town. I know this creates extra work for the DM but in the long run it helps limit power-gaming and creates a real world that is kept OUTSIDE of the DMG. I also hate the craft feats and think they should either be eliminated or require even more XP than they already do.

Am I ca-razy?
 

log in or register to remove this ad

Well, if you go strictly by the dmg, each city has a gold piece limit. This means it doesn't have items above a certain amount, which should limit the items you can get somewhat.

While I don't mind there being ye old magic shop, I do agree it should be limited somewhat. However, if you dm doesn't feel so that's alright too.

And finally on the craft feats. From my POV, the craft feats are used way too little. In my game, the game I play in, and a few others I've talked to they are almost never used. Considering the wizard had to pay a feat slot, time, money, and xp for his items- then I think he should be able to use it when he wants. The easiest way for the dm to limit crafting if he feels its becoming too common is to either limit the gold or the time the crafter has.

You said you feel that you adventure just to fund his crafting. Is he crafting stuff for the whole group or just himself? If its the former, then I really don't see a problem with it, especially if he's creating requested items. If he's being selfish however, then feel free to say that your share of the treasure is your share, and won't go to funding for items.
 

Nope, you're not crazy. You DM has just gone hog wild with the magic items and gotten lazy.

IMC, PCs cannot ever simply walk into a town and buy a magical item. They are simply too rare and valuable to part with for mere gold. Usually, if an NPC has an item the PC wants, he'll have to impress the NPC, and probably do something for him, as well as compensate him for the item. Not to mention that the local authorities probably wouldn't look too highly on someone selling wands of fireballs, charm person scrolls, or equally destructvie magic willy-nilly.

I haven't restricted the item creation feats, but I have done something else. On top of the gold and XP that has to be spent to create an item, the character also has to have certain very rare components needed to create the item (which the PC would have to adventure for). I have found this cuts down on the magic item creation substantially, and keeps magic feeling mysterious and powerful, rather than a tool.
 

A town -should- have limited resources, espcially in reguard to magical items. As this guy buys up more and more stuff, the prices should rise steadily - there's less supply out there, so people would want to gain more from it's sale. There should also be a point when people refuse to sell to him if he appears to be trying to buy out -all- the magic stuff in a certain town. People in the know would get leery of that.


As for him making magic items - I personally don't have a problem with it.. it costs time, money and exp to do, and is a good way for characters to get ahold of certain items if they really have their hearts set on them. Like if your sorcerer really wants to have a staff that can focus his abilities because he likes the image of a magician with the big gnarled staff.. he can make one. I don't like the idea that the DM and his NPCs are the only source of magic items in a game world. The DM should have veto rights (no, such and such item won't fly in this game - it's too powerful/unbalancing/etc) and should stand as creative consultant on any stuff the PC makes (instead of X, Y, and Z abilities, how about X,R, and W abilities - it's in the same vein and I'd be more comfortable with that in the game).

Wizard getting a level of cleric to use healing wands: lame how? He wants to do things that seem just outside of the reach of arcane magic.. maybe he's taking the first steps toward becoming a Mystic Theurge?
 

Well, it's simple: Magic Items are rarely available regardless of location. Some guild-type structures might be producing items, but making them available to non-members is almost unheared of and mighty pricy (although limited-use items, like potions, might be more readily available, particularly if they can be made via Bastion's Alchemy & Herbalists rules).

As such, most items in my game have been recovered via adventues, usually a lost item tucked away in the catacombs of a ruined city or other such quest-oriented gain.

As for the Feats, they are available freely, although I do handle their application fairly differently.

First, the Feat handles the ability to work the process of creating such an item, but it doesn't include the lore of each individual item. As such, each item must be researched as a spell (and requires an extensive library, be it owned or borrowed).

Second, all items require some amount of special components (the tooth of a White Dragon, the eye of a Basilisk, and so on). These ingrediants are taken into account when determining any additional costs associated to the item (which includes a laboratory or specially sanctified alter/temple/shrine). Also, Base Price IMC = Market Price in the DMG. Market Price, if applicable, is whatever the NPC wants and the PC is willing to pay.

Third, all items to be enhanced must be hand-crafted by the individual doing the crafting (i.e., want a magic sword? Grab your tongs, hammer and apron and get into the forge, buddy...). In addition, the prereq spells must be fed into the item every day until the item is completed (see next).

Fourth, the actual enhancement of the item is handled via a True Ritual (via S&SS's Ritual Magic rules). This, of course, carries a chance of failure based on your Ritual Casting check.

Fifth, no "upgrades". Once an item is enhanced, it's enhancement cannot be changed, built upon, etc.

That about handles the undermining-quality of the Item Creation Feats rather nicely (and explains why many NPC spellcasters are reluctant to sell the items they make).:D
 

Gothmog said:
You DM has just gone hog wild with the magic items and gotten lazy.

Now, Gothmog, let's not jump to conclusions. We don't know what's going on inside the DM's head.

Fast and loose with magic items is a valid choice. There's nothing "lazy" about it if the players and DM like the game that results. It isn't lazy to play the game in the way you enjoy.
 

I'm from the 'rare magic' school of DMing. I don't allow players to buy magic, except healing potions (which are commonly available), and the rare other item. Otherwise they have to acquire magic the old fashioned way (ie: pry it from the cold, dead hands of their opponents, or receive it as a reward). The characters have just reached 5th level, and the fighter is wielding a masterwork weapon and still wearing the same suit of breastplate he started with - and the campaign is still a lot of fun.

craftyrat
 

Originally posted by Umbran:
Now, Gothmog, let's not jump to conclusions. We don't know what's going on inside the DM's head.

True enough- sorry for the comment. But truly unrestricted access to any magic carries its own share of problems- which if the DM hasn't realized it, he probably will soon.
 

The easiest way to do it is set a max limit on the amount of spending a town or city can afford to spend. Or use the DMG's guides for this one. If the most exspensive purchase value is 7k then obviously that would be the most exspensive an item you coudl afford. Also be sure to have a Pc track down exoctic spell components for the spell & actually wait the amount of construction time.
 

Gothmog said:

True enough- sorry for the comment. But truly unrestricted access to any magic carries its own share of problems- which if the DM hasn't realized it, he probably will soon.

You seem to have missed the following:

we don't have access to hardly any magic items in very small towns on the occasion we happen to be in one

ultimately she has to 'approve' any magic items we purchase
 
Last edited:

Remove ads

Top