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Does your campaign have magic shops?

Does your campaign have magic shops?

  • Yes. Players subtract the gold from their sheet, and show me an item from the DMG, and they have it

    Votes: 27 7.5%
  • Yes. Magic item exchanges are roleplayed, but most items are available, and are generally available

    Votes: 13 3.6%
  • Yes. Magic item shops exist, though they do not necessarily have all the items in the DMG available

    Votes: 124 34.3%
  • Yes. Magic item shops are prevalent, although they might require a quest for powerful items, such a

    Votes: 59 16.3%
  • No. Magic items can be traded for only with powerful spellcasters, who are rare, and trading for go

    Votes: 45 12.4%
  • No. Magic items can occasionally be traded for, but are in large part looted or crafted.

    Votes: 78 21.5%
  • No. Magic items are so rare that they are only looted and/or crafted.

    Votes: 16 4.4%

For those who don't want to have magic shops at all, are they low magic worlds? Or have you managed to find a reasonable explanation for why they don't exist?

I ask that honestly. I would love to play in a medium to high magic world that didn't have a magic shop... there are a lot of negatives to them IMO. But I've never come up with a suitable explanation of why they wouldn't exist. And yes, I know I could in theory rule 0 it, but I prefer to keep my campaign as believable as possible.
 

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IMC, there are not "magic shops" per se, where items can be bought and sold, but there are shops where magic users have set out their shingle and will practice their trade. This mostly consists of providing material components, casting detects, and maybe a scroll or potion on demand. Wizards of this type rarely get higher than about 6th level so the level of items is similarly limited. The richer ones might buy items if they can afford it or act as middle man in selling such by finding a buyer for a commision. Clerics work the same way but selling out of their churches.

For having higher powered items crafted, the PCs are going to have to go to a named NPC that is/was an adventurer themselves. This will require role playing as well as a hard bargin. Said NPCs might be in a guild, church, or school that might seem to be a magic shop in function, but dealing with such people is always a one on one personal deal important enough to drag those people from their otherwise full lives. Simply out of demand, such items will cost much more than listed in the DMG if they can convince somebody to make it at all. Of course, if players wish to spend the time to sell something they have an wait for a good buyer, they could also make more than listed also. For quick sale of looted items, they could probably expect listed price from somebody who could afford it.
 

Well, it's like this...

There are vendors of "magic charms", just like there are "snake oil" peddlars, neither of which are generally real, or trusted, by anyone with half an ounce of sense.

Then again, there are places that end up selling magical items, sometimes because they got a lucky find, but more often because they don't know what they just got.

For the most part, though, magic is made, not purchased.

I find Ye Olde Corner Magick Shoppe one of the many sillinesses of the core D&D mindset, but luckily very few people seem to subscribe to it.
 

Joshua Dyal said:
I have no interest in "magic item shoppe" campaigns; either to run or to play in.


Ditto with JD on this one. I sometimes allow characters to commission magic items, but they never pay in gold. Such payment is usually in other magic items or services rendered to the crafter. Occasionally an NPC will also craft and item for a character as payment or in appreciation of their deeds. But NEVER anywhere to go plunk down cash for items. Bleh.
 

No, magic items are mysterious... and magical. All magic items are unique. They each have a name and unlock different powers when certain events occur such as uttering a name or reaching a certain power level or achieving a specific goal. Thus, they are quite powerful in a relatively magic-rare world. There are some minor magic items that are not special, but these are just treated as what I call "enchanted" weapons.
 

Auction Houses

IMC, there are a couple of great auction houses, and they specialize in magic items like Southeby's or Christie's specialize in antiques and art.

You're limited to what's on the market, and there's no guarantee that you'll get anything like the price you were expecting. It's all supply and demand, based on current campaign events.

-- N
 

I answered Yes but there is a condition. What I have in my game is really a network of spellcasters and merchants. So it's a matter of knowing the right "handler" and his having the right contacts. But within those guidelines pretty much anything is available.
 

[sarcasm]Magic items are really rare and valuable. Just like all other items that are really rare and valuable, there is absolutely no interest whatsoever in anyone buying and selling them.[/sarcasm]

I didn't vote because there was no option that appealed to me. There are no magic shops in my campaign, but there are stores that have among their wares a magic item or two. Because of the party level and size of the city, those items at this point are limited to 8k and under.

There is one shop -- run by a tiefling -- that supplies the PCs with gear, both mundane and magical, but I keep track of his stock so the party can't just do the equivalent of going to Wal-Mart (a running gag in our modern games). But this is not a "magic shop" per se. This is a shop that sells a limited amount of magic items, among other things. Because the PCs now know he's a tiefling, they don't completely trust him, so they don't want to keep handing items over to him.

Why do I allow magic items to be bought and sold? Because magic items are prevalent, and they're valuable. And someone invariably is going to get an item they can't use or already have. Or they outgrow them when they get a better item. What then? Throw that valuable item away because no one will buy it? Heck no, sell it or trade it in for something else. Why would a shop buy a used sword +1? Because they can sell it to another person.

Since I control what is in stock at these shops, I control what items the PCs can buy. If I don't want them to get a ring of invisibility, then there won't be one available. But I don't want to roleplay every single time they go shopping. That's not why I play.

Friday's session in my campaign sees the heroes' return to town after partially clearing out a hobgoblin stronghold. The first thing they have to do is have about 2 dozen items identified, then split the loot and pay off the mercenaries. They want to gear up and return to the stronghold, so I've had them spend the week coming up with a list of things they'd like to purchase or have made. I definitely don't want to spend an entire gaming session on a shopping trip.

I also have no problem with PCs selling items for half price but having to pay full price for them. This helps me better control their wealth levels. And it totally makes sense. That shop owner has to pay rent to stay in business, and that means turning a profit. When you sell a car or a CD, you get full price for it, right? Wrong. You get some credit, and half price is being extremely generous. I'm now trying to steer my players toward commissioning items, so they can have items more closely suited to their wants and needs.

So no, there's no Magic Wal-Mart in my campaign. But I'll allow the PCs to find an item or two at shops around town. If that wasn't possible, they'd all be loaded down with +1 daggers and longswords that they can't use.
 

Magic shops per say are rare but frequently midlevel mages set up tower/shops where they will buy items, and sell or craft by commission specific items- based on level and limited feats. Chances are they will have or make simple items, but powerful ones are rare. Many larger temples sell healing potions, and occasionally scrolls or wands.
I had a NPC Druidess who made a tidy profit on Amulets of Natural Armor and the whole party ended up with her amulets, some bought them, others were taken from NPCs who had also visited her. She accompied the party on a quest and was slain. Amulets have gotten scarcer in the year since then.
The party mage has a couple of craft feats and people will occasionally commision items - usually a +1-2 weapon or cloak of reistance.

An audit of party items (ignoring potions and scrolls)
Self-Crafted items 11
Generic Items from DMG - 13
Items with unique history/quirks - 11

for a party of 5, 11th lvl PCs with values ranging from 27-60k each
 

In previous campaigns magic shops have always existed. But they are usually owned by persons of such reputation that stealing from them would at least seem to be a foolish act. They never simply have anything available, some barter is done whether with gold or task. Sometimes this presents role playing opportunities and sometimes the party is just tired and wants to sell their loot and be done with it.

With 3E and the item creation feats, I'm thinking of making my next campaign different, with no magic shops of large size. Or maybe steam punk. Or maybe d20 Future. Or epic level. Too many ideas at the moment. :)
 

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