Thurbane said:
But the concept of walking into a shop to custom order a +1 Keen Flaming Holy Burst kukri does not exist...
To a large extent, the idea of custom ordering a +1 keen flaming holy burst Kukri doesn't bother me. It's the idea that there is a +1 keen flaming holy burst Kukri gathering dust on a shelf somewhere waiting for the PC to come along and buy it that I find both unrealistic and unhelpful to the game.
If the PC's can find someone who is capable of manufacturing a +1 keen flaming holy burst kukri, then the PC's are free to try to talk this person into making them one. I've no problem with that. Of course, manufacturing a magic sword isn't exactly like manufacturing a masterwork since you are investing some essential quality of yourself (whatever XP represents) into the work, so its not like high level crafters are just going to be jumping at the chance to make and sell something to total strangers. I mean, when's the last time you saw a PC crafter make items and sell them to total strangers?
One of the worst problems created by the idea of magic shops is such shops would represent an unbelievable level of wealth concentrated in a small area. Anything less than a dungeon protecting such a place would invite robbery. Adopting a CRPG approach to the problem would create CRPG problems. If the merchants must protect thier wares, so that plundering the dungeon is more attractive than plundering the town, then they must present CR equivalent challenges to the would be robbers.
One of the DM's who taught me my trade said that his PC party ended up plundering the Keep on the Borderlands rather than the Caves of Chaos, because the treasure was much better there. If you'll look at the design of the Keep in B2, for example the Bank, you can see some of PC proofing going on but to make such PC proofing really effective it must itself become absurd. In order to make the town secure from the PC's, the NPC's in the town must be made far more dangerous than the monsters that supposedly threaten them, to the point that it becomes versimlitude destroying. You can actually see this going on in alot of CRPG's. I remember the first time I played Ultima IV, Quest of the Avatar, I thought it was ridiculous to think that the Land of Britania needed me to protect them from monsters, considering that any given town in it had enough level 12 gaurds to polish off most any dungeon in the game. If you are going to have magic shops, you have to deal with the fact that 'Magic McWallyWorld's' security implies the existance of more high level NPC's than the tables would suggest, and that a significant portion of the wealth of every town is spent on highly devious traps.
But if magic items are custom ordered, this is much less of a problem.
And as someone else pointed out, every town is supposed to have these fantastic magic items available for sell, but strangely not every town has NPC's capable of making these items. If magic items though are custom ordered, this isn't a problem, since magic items will be available for sell only in the sort of place where they can actually be made.
Why would the retired NPC adventurer sell the party their old boots of striding? Because he doesn't need 'em.
Presumably all retired NPC adventurers are childless, friendless, and never suspect - as I'm certain my PC's would - that adventure might one day find them again whether they want it or not?
I'm very skeptical of any justification that relies on large numbers of NPC PC classed individuals acting in ways that I know my own PC's and the characters of players I DM would in fact never act.