howandwhy99 said:Maybe I misunderstand how magic shops work, but how can players ask for items they don't know exist or faithfully purchase ones while clueless to their function?
Part of the faulty assumption comes from viewing DMG magic items as mass produced rather than once-made and unique in the world.
I think MerricB has it right. If fantasy is exploration, and finding and testing magic items is part of that discovery, the DM needs to alter or remove all aspects known to the players. That includes monsters, spells, and magic items.
diaglo said:ditto.
no opening up a book as a player and asking the DM to buy said item at ye olde (not even old) majicke shoppe
sure you can use the DMG for inspiration. but no demanding random shop x have the item. that's bullpuckey in my opinion.
Did they ever find his body?francisca said:But again, he had different expectations from the rest of the group. I helped him acclimate.
In campaigns that I've seen where magic shops used, part of the reason behind that is usually because X number of wizards of the appropriate levels should exist, and since they exist, they can make items. Et cetera. That is, the whole idea "magic shops should exist just based on the makeup of the D&D world." If you accept that reasoning (I don't, but some people do), then it's not a great leap from "magic item market economy" to "magic items made-to-order."howandwhy99 said:Maybe I misunderstand how magic shops work, but how can players ask for items they don't know exist or faithfully purchase ones while clueless to their function?
Part of the faulty assumption comes from viewing DMG magic items as mass produced rather than once-made and unique in the world.
Raven Crowking said:Sure.
It is in the spirit of the game for the players to have fun. If sub machine guns, tactical nukes, and starships make the game fun, then they're in the spirit of the game. If some people find that submachine guns, tactical nukes, and starships make the game fun, and other people find that sub machine guns, tactical nukes, and starships don't make the game fun, then DMs should choose whether to allow them or not based on what their players want.
RC

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.