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Do *Players* like to buy magic items?
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<blockquote data-quote="eris404" data-source="post: 1442310" data-attributes="member: 5338"><p>The DMs in our group do allow us to buy small items, usually healing potions, from local "wise" men or women (or sometimes churches) so that if none of us choose to play a character that can magically heal others, the party doesn't suffer. This might seem like a minor point, but sometimes I feel like I need to play the "designated healer" because no one else wants to do it. If there is an outside source of healing, however, I feel more comfortable playing the character I want to play, rather than the one I think I have to play.</p><p></p><p>As both a player and a DM, I don't really like the idea of magic shops (the "magical Walmart"), but I like the idea of a group of NPCs who can create magic items on commission, a local "witch" who makes cures for diseases, curses and wounds, or some kind of bazaar that might have unusual items for sale. It doesn't make sense to me that there would be a store with 10 +1 longswords just laying around, but that maybe a travelling merchant bought a +1 longsword with strange runes in an unknown tongue from a thief who was desperate to get rid of it.</p><p></p><p>I guess this stems from my general dislike of "generic" items, too. If someone is going to bother to create a magical longsword, even if it only has a +1 bonus according to the rules, I still would hope that the sword would have some history and importance to it, something that would distinguish it from another magical sword or even a masterwork sword. This is something our DMs are good at thankfully. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Also, I don't like the idea of gaining a magic item without having to work for it. That is, that my character had to save up for it, work hard to get it or put a little blood, sweat and tears into making it. I don't mind investing experience points, time and/or gold into getting an item I want. Sometimes being able to just plunk down the gold and get the stuff isn't satisfying enough, unless the character had to work really, really hard to get the coin (or find the merchant or go on a quest for the wizard who is making the item or whatever).</p></blockquote><p></p>
[QUOTE="eris404, post: 1442310, member: 5338"] The DMs in our group do allow us to buy small items, usually healing potions, from local "wise" men or women (or sometimes churches) so that if none of us choose to play a character that can magically heal others, the party doesn't suffer. This might seem like a minor point, but sometimes I feel like I need to play the "designated healer" because no one else wants to do it. If there is an outside source of healing, however, I feel more comfortable playing the character I want to play, rather than the one I think I have to play. As both a player and a DM, I don't really like the idea of magic shops (the "magical Walmart"), but I like the idea of a group of NPCs who can create magic items on commission, a local "witch" who makes cures for diseases, curses and wounds, or some kind of bazaar that might have unusual items for sale. It doesn't make sense to me that there would be a store with 10 +1 longswords just laying around, but that maybe a travelling merchant bought a +1 longsword with strange runes in an unknown tongue from a thief who was desperate to get rid of it. I guess this stems from my general dislike of "generic" items, too. If someone is going to bother to create a magical longsword, even if it only has a +1 bonus according to the rules, I still would hope that the sword would have some history and importance to it, something that would distinguish it from another magical sword or even a masterwork sword. This is something our DMs are good at thankfully. :) Also, I don't like the idea of gaining a magic item without having to work for it. That is, that my character had to save up for it, work hard to get it or put a little blood, sweat and tears into making it. I don't mind investing experience points, time and/or gold into getting an item I want. Sometimes being able to just plunk down the gold and get the stuff isn't satisfying enough, unless the character had to work really, really hard to get the coin (or find the merchant or go on a quest for the wizard who is making the item or whatever). [/QUOTE]
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