Do *Players* like to buy magic items?

Actually, I wasn't making a distinction myself between the ways to buy magic. I was just asking if Players liked being able to acquire items they want regardless of the method.

It's ironic that the only times I ever saw anything like a "magic shoppe" in a D&D game was once in an AD&D1 campaign, and once in an AD&D2 campaign. I've never seen or heard of anyone actually having a magic shop in a D&D3 game. In the AD&D2 campaign, the DM actually had a high-level wizard selling things over the counter in a store front. He made the Players play out the whole purchasing encounter for a whole game session (I didn't bother showing up for the second game session).

For the purpose of this discussion, please don't get too caught up in the how of buying the magic items. I'm just asking about the ability to get the items.

Quasqueton
 

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As a player I like the idea of having an item that I want made rather than just having it sitting around in a magic shop. I can believe that potions or wands of useful low level spells (such as Cure Light Wounds) would be made in enough of a quantity that they can be bought pretty much any time when the party is in a large city but I'd find it pretty unbelivable if I went in to a weaponsmith and they just happened to have a +5 Vorpal Sword sitting there. First of all, why is it there? What idiot would sell such a thing if they found it during an adventure? The only way I could see one being available for sale is if someone else paid for it to be made and then something prevented them from picking it up. I can't really see death being an issue because anyone with the money to buy a +5 Vorpal Sword isn't going to have any problem paying for a True Resurrection spell.

In the end, common items yes, unique items no.
 

Yes and no.
Yes, because you can indeed make a custom tailored item which fits you're character perfectly.
No, because a creative DM can think up spectacular magic items which may not be custom tailored but have that whole history stuff (which I kinda like):
Numion said:
my bow was used to slay the great wyrm Nyah-nyah-foo in the hands of legendary hero Borogorn eons ago
;)
 
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No problem as a player with commisioning items (ala Dragonslayer, Princess Bride) but I don't like magic shops. I would enjoy (and have used as a DM) the idea of a magic black market like the current antiquities black market, as there are a lot of tomb raid... er... I mean adventurer parties out there collecting this stuff in most campaigns.
 

as a player I loved doing but the actual doing of it was too easy for me, even as alayer, due to the campaign style at the time.

Now as a GM, I think, my players get akick out of it. They can focus on developing thier characters and roleplaying by buying items as much as they can roleplaying and injecting roleplaying into combat. Just becuase it has mechanical rules/guidelines is no reason not to make it a roleplaying experience.

My players seem to like the process buying or commisioning an item entails. they don't just walk into a shop and buy things off the shelf at their level. Sure they pick up common low level stuff like Wands of CLW or potions but only becuase they roleplayed through finding and developing contacts to get that stuff. I think they enjoy hunting down that wizard or dwarven clan to make that new Item or armor.

I think They also enjoy the process of unloaded the items they find whcih goes much the same way in requiring roleplaying. I think they would like to be able to walk in and buy off the shelf but not as much as they like doing itthe way I run it.

Later
 

I love having things built for my character. Sometimes the crazy crap I come up with cost's a zillion to do, but other times I can work out something really cool. I probably wouldn't have the character that I have now if I couldn't tailor his items to him.
 

As a player I sure do. On my current main character I think I have all of 3 items that have been found during an adventure. All the others have been custom made for him. As a dwarven smith, both armor and weapon, he likes to make his own things. His main weapon is a battleaxe he made himself and then found a cleric who was able to enchant it. I think it is better that way, for the reasons stated above. You create it to fit your character.
 

Definately, my favorite items are the ones that carry the features I want, most of which are not in the DMG. Sure, those Boots of Elven Lords-a-Leaping, as my boots with Jump, Expeditious Retreat and Move Silently +10 came to be dubbed, cost a stack of GP, they were a kick to play with. I think I do prefer commissioning the high level items, but I think the more generic ones should not be too hard to get ahold of. Afterall, how much effort do you think should go into getting a +1 sword?
 

Calico_Jack73 said:
In the end, common items yes, unique items no.

Basically what he said!

Although, I think what is a common item should change with level... a +1 sword or a +2 stat item are not things to get all exited about around 20th level? But they're pretty cool for a 3rd level party?

My current GM is trying a buy what you want, he normally crafts each item personally. It's different and I think both ways can work.

Gnarlo said:
...the idea of a magic black market like the current antiquities black market, as there are a lot of tomb raid... er... I mean adventurer parties out there collecting this stuff in most campaigns.

That's really good. :) Now who bought that +2 poisoned, death attack dagger we didn't want?


Is it just me, or are there a lot of item/wealth threads today?
 

Yeah, I like it. A world where you find plenty of magic items after encounters but there are never any for sale can stretch my suspension of disbelief a bit. If the whole campaign is low magic that’s one thing, but if you’re practically tripping over magical treasure and have three folks in your party who can craft magic items themselves the fact that nobody ever has any magic items for sale under any circumstances seems kind of strange to me.

you see alot less 1st level fighters with three feats devoted to his Spiked Chain, or Mercurial Greatsword... you can put Weapon Focus in those if you want in my campaign, but the chances you will find a magical one is slim. If you want to upgrade the one you have, it will cost you. I just think that is the way the game is set up.

I’m glad you’ll let the players upgrade the items. Some DMs won’t even allow that. I think this can create increase the danger of their campaigns contracting the old 2e disease of longswordism, where people would specialize only in weapons they knew they stood a decent shot of finding magical versions of. Was that bad roleplaying? Probably Did it happen anyhow? Definitely. Was it fun? Not in my opinon.

For the most part players who chose unusual weapons felt punished rather than different unless the DM threw them an obvious bone. (Your crazed old fisherman character uses a gaff hook as a weapon? Ok, the dragon’s hoard just happens to have a +3 gaff hook of undead bane, and there are also some belaying pins +1 which can be thrown with a 10 foot range increment. This dragon must have been attacked by crazed old fishermen before)

Ok, the crazed fisherman might be going a little far, but in one weekly game I actually play a drunken master who sometimes fights with an enchanted monk's spade and carries a keg of holding strapped to his back so he'll always have plenty of booze. He also has a pet monkey and has recently commissioned a magic grinder organ from the party's sorcerer. Sure, it is all pretty silly, but finding this stuff just laying around in the campaign world would be even sillier.
 

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