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Does your campaign have magic shops?
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<blockquote data-quote="I'm A Banana" data-source="post: 1829604" data-attributes="member: 2067"><p>I let them buy what they want, sure. IMC, the only real limitation is the GP limit of the town (which is a powerful limitation -- metropoli have the emporiums for the rich with the major items, but podunks have a few potions if they're lucky). </p><p> </p><p>Like anything else, it is a continuum, not a black-and-white area. I don't think you loose the feel of magic at all by making it a relatively common thing. Indeed, I think verisimilitude is lost if it is *not* a common thing, yet wizards and sorcerers and adepts and clerics and druids are as common as the DMG suggests they are. If a sizable enough town has a wizard of respectable level, why wouldn't he make items that might be useful in fighting the local wildlife and supply them at his little shop? And it doesn't really subtract want from the game, it just displaces it...no longer to the PC's thirst hungrily after their next magical doodad, but they are passionate for the slaying of evil, for the saving of the world, for the plot and the story rather than the magical trinkets that can come along with it. And every once in a while, they can still slaver over magical trinkets that are way out of their league to buy, that are new, that are unquely designed, or even that are minor or major artifacts. </p><p></p><p>In a world that has the creatures, lives, magic, etc. of a typical D&D world, magic items are just as much a part of everyone's daily lives as bards. The cleric of love can brew potions of love, and sells them from his temple. The wizard makes scrolls and sells them to other wizards passing through. The bard makes magic weapons. There are adventurers in the world, and there are spellcasters in the world that aren't PC's or villains, and they're going to have a logical operating system. There are monsters and battles that the PC's do not effect going on all around them, and a viable magic item trade is a measurable sign that the world goes on without them. Admittedly, this isn't the right feel for a lot of games -- some people prefer singular unique heroes blessed above and beyond everyone near them that are destined to save the world from a similarly powerful evil. If no one else in the world really has Wizard class, then not many people are going to be making magic items. But that is a variant, not the default level</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1829604, member: 2067"] I let them buy what they want, sure. IMC, the only real limitation is the GP limit of the town (which is a powerful limitation -- metropoli have the emporiums for the rich with the major items, but podunks have a few potions if they're lucky). Like anything else, it is a continuum, not a black-and-white area. I don't think you loose the feel of magic at all by making it a relatively common thing. Indeed, I think verisimilitude is lost if it is *not* a common thing, yet wizards and sorcerers and adepts and clerics and druids are as common as the DMG suggests they are. If a sizable enough town has a wizard of respectable level, why wouldn't he make items that might be useful in fighting the local wildlife and supply them at his little shop? And it doesn't really subtract want from the game, it just displaces it...no longer to the PC's thirst hungrily after their next magical doodad, but they are passionate for the slaying of evil, for the saving of the world, for the plot and the story rather than the magical trinkets that can come along with it. And every once in a while, they can still slaver over magical trinkets that are way out of their league to buy, that are new, that are unquely designed, or even that are minor or major artifacts. In a world that has the creatures, lives, magic, etc. of a typical D&D world, magic items are just as much a part of everyone's daily lives as bards. The cleric of love can brew potions of love, and sells them from his temple. The wizard makes scrolls and sells them to other wizards passing through. The bard makes magic weapons. There are adventurers in the world, and there are spellcasters in the world that aren't PC's or villains, and they're going to have a logical operating system. There are monsters and battles that the PC's do not effect going on all around them, and a viable magic item trade is a measurable sign that the world goes on without them. Admittedly, this isn't the right feel for a lot of games -- some people prefer singular unique heroes blessed above and beyond everyone near them that are destined to save the world from a similarly powerful evil. If no one else in the world really has Wizard class, then not many people are going to be making magic items. But that is a variant, not the default level [/QUOTE]
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