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Do you let players buy Magic items?
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<blockquote data-quote="Feliath" data-source="post: 70972" data-attributes="member: 3008"><p><strong>Do I allow Magic Item purchase?</strong></p><p></p><p>Oh dear sweet Sum of the Universe, NO! Never!</p><p></p><p></p><p>In a fantasy campaign (that, to me, excludes such quirkies as Planescape) I wouldn't even consider it.</p><p>They have to buy their magic with blood. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Or XP, via Item Creation feats. But then, XP is also purchased with blood.</p><p></p><p>So far (Average level 5) the party of 4 owns a sum of:</p><p>One magic Kukri, which drains STR and CON from the user when it hits and which therefore rarely sees any use;</p><p>One Deck of Illusions;</p><p>One potentially nose-bleed-inducingly powerful Bastard Sword which has not yet been awakened to (anywhere near) full power and won't be for a good long while, and which is there for plot reasons.</p><p></p><p>None of the party has ever even seen a magic potion.</p><p>In my campaign world, there are, excluding two of the PCs, seven arcane spellcasters in all of the known world. (A few more divine, but they're all low-level) So yes, it's a low magic campaign.</p><p></p><p>What's my point? Basically that it's not at all impossible, or even hard, to make magic mysterious in D&D. It might not suit your style, but that, of course, is a completely different matter.</p><p></p><p>Oh yeah, and LostSoul touches on an important point regarding Item Creation:</p><p>The most important resource for making magic items isn't gold, or XP, or wyrd components bought for the gold. It's TIME. Making magic items takes TIME. If the PCs never have any peaceful, free time, they will <em>never</em> be able to make a magic item; similarly, little time will mean few or low-powered items. This has been happening to the party I DM lately, due to their own behavior. "Oh no! Arg! Run! Quick! The other way!". Of course, the wizard never makes scrolls either - "That costs XP! Are you completely nuts?!?"...</p></blockquote><p></p>
[QUOTE="Feliath, post: 70972, member: 3008"] [b]Do I allow Magic Item purchase?[/b] Oh dear sweet Sum of the Universe, NO! Never! In a fantasy campaign (that, to me, excludes such quirkies as Planescape) I wouldn't even consider it. They have to buy their magic with blood. ;) Or XP, via Item Creation feats. But then, XP is also purchased with blood. So far (Average level 5) the party of 4 owns a sum of: One magic Kukri, which drains STR and CON from the user when it hits and which therefore rarely sees any use; One Deck of Illusions; One potentially nose-bleed-inducingly powerful Bastard Sword which has not yet been awakened to (anywhere near) full power and won't be for a good long while, and which is there for plot reasons. None of the party has ever even seen a magic potion. In my campaign world, there are, excluding two of the PCs, seven arcane spellcasters in all of the known world. (A few more divine, but they're all low-level) So yes, it's a low magic campaign. What's my point? Basically that it's not at all impossible, or even hard, to make magic mysterious in D&D. It might not suit your style, but that, of course, is a completely different matter. Oh yeah, and LostSoul touches on an important point regarding Item Creation: The most important resource for making magic items isn't gold, or XP, or wyrd components bought for the gold. It's TIME. Making magic items takes TIME. If the PCs never have any peaceful, free time, they will [I]never[/I] be able to make a magic item; similarly, little time will mean few or low-powered items. This has been happening to the party I DM lately, due to their own behavior. "Oh no! Arg! Run! Quick! The other way!". Of course, the wizard never makes scrolls either - "That costs XP! Are you completely nuts?!?"... [/QUOTE]
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Do you let players buy Magic items?
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