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do you agree with purchasing magic items?
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<blockquote data-quote="Gothmog" data-source="post: 439954" data-attributes="member: 317"><p>I allow only very limited purchase of magic items in my game. A city over 10,000 people would have available a few dozen potions, maybe some scrolls from local wizards of 1st-3rd level, and VERY rarely a wand or similar charged item. In any event, not item over 5000 gp in value. For the most part, I think magic items should be too precious to part with for most characters, and the local government would probably not look too highly on vendors hawking +3 shocking burst greataxes of speed. I have played in games where PCs can buy pretty much anything they like before, and I find it boring to be able to absolutely pick and choose items from a list that perfectly match your character concepts. It reduces magic to the level of a tool with no mystery or uncertainty to it.</p><p></p><p>Instead, PCs in my game find most of their items, and the ones they don't find are given to them as reward from major NPCs. In addition, I don't allow the Identify spell- PCs have to use trial and error to figure out what their items do, as well as researching legends about the item or item type. Also, I give all items a short history and a quirk- I have found it adds a lot if a player says he weilds the Smouldering Spear or Urich, which was used by Urich to drive back the hillmen invaders 350 years ago, but was lost during the battle of Heitterling Pass- as opposed to saying he has a +1 flaming shortspear.</p><p></p><p>Since I don't allow much in the way of buying and selling magic items, I have pruned back gp and wealth awards since they become superflous. What extra cash the PCs have is instead used to finance a business, arcane research, donated to temples, training apprentices, taxes, and routine upkeep of their home.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 439954, member: 317"] I allow only very limited purchase of magic items in my game. A city over 10,000 people would have available a few dozen potions, maybe some scrolls from local wizards of 1st-3rd level, and VERY rarely a wand or similar charged item. In any event, not item over 5000 gp in value. For the most part, I think magic items should be too precious to part with for most characters, and the local government would probably not look too highly on vendors hawking +3 shocking burst greataxes of speed. I have played in games where PCs can buy pretty much anything they like before, and I find it boring to be able to absolutely pick and choose items from a list that perfectly match your character concepts. It reduces magic to the level of a tool with no mystery or uncertainty to it. Instead, PCs in my game find most of their items, and the ones they don't find are given to them as reward from major NPCs. In addition, I don't allow the Identify spell- PCs have to use trial and error to figure out what their items do, as well as researching legends about the item or item type. Also, I give all items a short history and a quirk- I have found it adds a lot if a player says he weilds the Smouldering Spear or Urich, which was used by Urich to drive back the hillmen invaders 350 years ago, but was lost during the battle of Heitterling Pass- as opposed to saying he has a +1 flaming shortspear. Since I don't allow much in the way of buying and selling magic items, I have pruned back gp and wealth awards since they become superflous. What extra cash the PCs have is instead used to finance a business, arcane research, donated to temples, training apprentices, taxes, and routine upkeep of their home. [/QUOTE]
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