Do you allow magic to be purchased in your 1E AD&D games?

i never allowed, but im thinking on it....
since we are talking about healing, what do u think about paying for a "doctor" to "heal up"?
not magic, just skills.

do u think its the same as a cure light spell, but with more pain in the process?
 

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Not being able to predict if it will be available is an important point, and keeping it minor (I might allow +1 magic dagger for bukoo bucks.

I thought about rangers seconding as "healers" with herbs (like Strider) (maybe healing at 2 pts a day). But whats the point. :\
 

If I ran a 1e game, it was only once or twice and only at low levels, but in the games I played in magic items were regularly bought and sold. I don't remember asking for an item that wasn't available, but on the other hand I don't recall asking for anything particularly exotic.

In 2e and basic D&D, both of which I DMed, I allowed magic items to be bought and sold regularly. This was also my experience as a player in those systems.
 

When we were playing 1E, the answer was pretty consistent with what others have already posted.

You *might* have been able to find a few potions or some such, but the "Sorcerer's Supply" store mostly had material components, vellum and parchment, etc. Once in a blue moon, they might have some other minor items (figurines of wondrous power, that sort of thing.

You could go to the temples to buy healing potions.

That was about it.

Our PCs from back in those days had great wads of GPs and gems, because you'd accumulate it in dungeons, but never have anything to spend it on. When we converted those PCs to 3E, and loosened the rules on buying magic items, they were finally able to spend the GP (which wound up being a good thing, because they were woefully underequipped, by 3E standards).
 

Yes, but finding a specific item wasn't very likely, unless it was rather low key, such as a +1 item, potion of healing, scroll of 1st level m-u/ill. spell(s), etc.
Anything more potent would require commissioning a high level caster to make it for you (assuming one could be found). Which included paying an exorbient fee and more often than not, questing after a rare ingredient or two necessary for the fabrication of the item in question. Or you had to make it yourself, if possible.
 

No. I used to, yes, but my idea of "fun" in fantasy has changed over the years. Odysseus didn't need to buy healing potions, and neither do my heroes. . . usually. If I just want to run a straight-up AD&D dungeon crawler, I make an exception to this rule of thumb and allow PCs to obtain minor magic items (heal potions, etc) as that kind of stuff is usually standard fare in D&D (of any stripe). If I'm using AD&D to run something less like the D&D bog standard and more like actual myth, no -- PCs can't skip down to the general store and load up on magic items (or check themselves into a magical healing clinic).
 

Never. The Mages' guild will buy them, but not sell them. Other folks are wary of such things.

There has been a few classic pulp situations where some rare artifact was purchased without knowing what it was, but that was an adventure hook and not a chance occurance.
 

By and large yes, to a point; using the following rationale to explain most of the item availability:

Yours is not the only adventuring party in the world...nor even in your own region. Every time you go out in the field, you come back with some items you can use, and some you can't (e.g. weapons nobody is proficient with, items designed for a class you don't have, etc.); logically, the same holds true for other parties not your own. So, what do you do with those things you can't use? We-ell, you - wait for it - sell them, if you can. Those other parties? Well, they try to sell their extra stuff, too...meaning there's always going to be a constant but not-very-reliable trickle of items coming on the market. Most of the significant items available over time reach market this way.

Other ways items can reach market: selling off an item that's been upgraded (you just found a +3 longsword and don't need your +2 any more); items built specifically to be sold (Dwarves selling some magic armour to raise money for their war with the other Dwarves; or minor items made for market e.g. scrolls and potions); items commissioned and then never picked up; and my favourite: stolen items being fenced.

What this means is that if you're looking for something odd you might find it, but if you're looking for something powerful and-or popular the chances of finding it are close to zero because even if it *did* come on the market, someone else will probably have got to it first.

Lanefan
 

Basically, low-level magic items, like +1 weapons and armor, are fairly available; players in my campaigns regularily sell excess magical weapons if no one in the party has a need for them.

Scrolls are generally kept by whomever can use them. Potions are as well. Wands are almost never sold, because again, someone in the party can usually use them.

Miscellaneous items are sometimes sold, but most often kept by the party.

As a result, a player in one of my campaigns could go out and buy a +1 item, usually only having to wait a little while, and paying typically about 5%-10% above list unless they bargained really well. Miscellaneous items are much harder to find. Powerful items almost never are bought or sold.

Scrolls are definitely not easily available. If a character wanted a cleric scroll, he'd have to go to a major temple of the deity that character worships, and pay for it, usually at or above 'list'. 'Clerical' Potions are more easily available, things like Cure Light potions or sometimes Cure Disease. These are naturally available only to the devout of that religion, and they're available at list price, but only in limited quantities.

A magic-user can be hired to write magic-user scrolls of 'common' spells, or create magic-user type potions, but the cost is well above list. Mages in my campaigns tend to be the suspicious/secretive type who are extremely careful about what they give out.
 

It depended. I never had any "Super Walmart" type places in my game where a character could purchase whatever they wanted. If they were in a hamlet or small village, it would probably be difficult to even buy non magical arms and armor as the smith probably only did things such as horseshoes and plough shares (though he probably could repair damaged gear). Though there may be an herbalist that they could purchase minor remedies through (or maybe more on occasion but it would usually be costly).

In larger villages and towns, normal gear would be more readily accessible but still no magic. In larger cities, there probably would be some form of alchemist or sage that could provide his services for a quite hefty fee (I remember the old Dragon article about such specialists and implemented it in my campaign).

I tend to like to keep the level of magic fairly low. Thus, one shot items such as potions and scrolls would be a bit more prevalent (and could be had to some extent for a price) in my campaign than items such as armor, weapons, and multiple use items.
 

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