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Does your campaign have magic shops?
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<blockquote data-quote="painandgreed" data-source="post: 1829324" data-attributes="member: 24969"><p>Back a few pages, AI did a break down of the various rules to show the availability of magic items. Thank you for that as it seems like something I'd do. I'll probalby go back and read it again for designing my world. It falls flat in one main instance however, that it seems to have more thought put into it than the designers of the game ever did. My appologies to any game designers here, but when such examination is put to the D&D rules for anythign other than combat, it breaks down pretty quickly and can even become self-contradictory. Economics in case point. Price of magic items especially. Do a little figureing or look at real world examples of the wealth that nobles had at the time and it becomes pretty obvious that such nobles could purchase just about any magic item they wanted (especially in a gold economy where such solvent currency isn't in short supply). This would most likely cause a much greater demand for such things than could be supplied and thus drive up the market price to more than double cost price as in the book. Blah. Blah. Blah. (If anybody really wants to hear more I could start a thread on fantasy world economics.)</p><p></p><p>Whether magic shops themselves are stupid or not isn't the case. It would all depend on what sort of campaign one is trying to play. Low magic "King Arthur" campaigns where such item are only given out by special NPCs are going to be different from "Jhereg" style campaign where every noble and rouge not only knows where to buy things like soul sucking weapons but has their favorite makers of said items. Said items may be part of game balance but that's all going to be arranged by the DM anyway. I think we should stick to how it's handled in individual campaigns so we might be able to pick up on some good ideas. My $.02.</p><p></p><p>PS: Goblin King - I like the idea of the multi-dimentional store. How long before players realize what it is and make friends with the workers there and can leave out different doors than the one they came in to use it as transportation. Maybe that's just another service the store will provide at a price.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 1829324, member: 24969"] Back a few pages, AI did a break down of the various rules to show the availability of magic items. Thank you for that as it seems like something I'd do. I'll probalby go back and read it again for designing my world. It falls flat in one main instance however, that it seems to have more thought put into it than the designers of the game ever did. My appologies to any game designers here, but when such examination is put to the D&D rules for anythign other than combat, it breaks down pretty quickly and can even become self-contradictory. Economics in case point. Price of magic items especially. Do a little figureing or look at real world examples of the wealth that nobles had at the time and it becomes pretty obvious that such nobles could purchase just about any magic item they wanted (especially in a gold economy where such solvent currency isn't in short supply). This would most likely cause a much greater demand for such things than could be supplied and thus drive up the market price to more than double cost price as in the book. Blah. Blah. Blah. (If anybody really wants to hear more I could start a thread on fantasy world economics.) Whether magic shops themselves are stupid or not isn't the case. It would all depend on what sort of campaign one is trying to play. Low magic "King Arthur" campaigns where such item are only given out by special NPCs are going to be different from "Jhereg" style campaign where every noble and rouge not only knows where to buy things like soul sucking weapons but has their favorite makers of said items. Said items may be part of game balance but that's all going to be arranged by the DM anyway. I think we should stick to how it's handled in individual campaigns so we might be able to pick up on some good ideas. My $.02. PS: Goblin King - I like the idea of the multi-dimentional store. How long before players realize what it is and make friends with the workers there and can leave out different doors than the one they came in to use it as transportation. Maybe that's just another service the store will provide at a price. [/QUOTE]
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