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Does your campaign have magic shops?
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<blockquote data-quote="Al" data-source="post: 1831705" data-attributes="member: 2486"><p>Read my analysis again. Of all those who are high enough level to have item creation feats, only one-fourth are considered to actually have them, only one-half of those actively use them, and even they only craft an item once every *six months*. Assuming that the "average" item is, say, a +1 weapon, it takes 16 hours every six months to craft items at a rate which would produce the plethora of items outlined. It's a vastly conservative estimate. <strong>I spend more time in the shower than the "item creator" wizard spends crafting</strong> under this line of analysis, and I've never been described as "having nothing better to do than sit in the shower all day". This is not a magical item factory. Wizards are not constantly churning out items. I'd say that spending 16 hours every six months crafting items is not exactly some sort of constant shackling to their item creation lab. They have more than enough time (i.e. all but four days in the year) to pursue other interests. </p><p></p><p> </p><p></p><p>That's patently not the case. Not evey soldier, rogue, tavernkeeper and priest can afford to fork out 2,000gp for a permanent magical item. That's twice as much as an average house, or sixty years' wages for an average peasant. They might be available, but they're not cheap. Just because Ferraris, LearJets , luxury yachts, deluxe holiday homes and cruise missiles can be obtained for cash, it doesn't mean that everyone has them.</p><p></p><p> </p><p></p><p>Does every fighter earn his keep by "not beating you up"? Does every rogue earn his living by "not robbing you"? No? Then why should every wizard hold the world to ransom. For one, no good or probably no neutral wizard would earn his living from blatant extortion. Secondly, large cities would have authorties to deal with this sort of thing; and smaller settlements occasionally put out for groups of "adventurers" to remedy such situations <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Sure, some might earn their living this way; like I've said, I'm only taking one in eight spellcasters to have and practise item creation feats. That's not exactly all of them.</p><p></p><p> </p><p></p><p>I think I've dealt with this.</p><p></p><p> </p><p></p><p>Alternately, 87.5% have better things to do than produce a +1 longsword every six months <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=";)" /> .</p><p></p><p> </p><p></p><p>Sure, but it's realistic. If the PCs want to buy a ship or whatever, they can presumably acquire one with relative ease for a simple exchange of money. This isn't about "heroism". It's about allowing a campaign world to act in a realistic fashion. It's about verisimilitude.</p><p></p><p> </p><p></p><p>It's the default assumption in DnD. You could make a socialist world, but it would be strange (socialism relies on a huge modernised bureaucracy) and non-core. The entire canon DnD is premised upon capitalism as the mode of economic exchange, and this is also true of all WotC-published campaign worlds.</p><p></p><p> </p><p></p><p>Precisely. This argument isn't about campaign flavour or world-building. It's about logical deductions given certain premises. I've nothing against people like Ibram who wish to build alternate Lovecraftian magic systems, or Doug who prefers a low-magic world, but this argument is about whether, in canon DnD and given canon assumptions, there would be magic shops. It seems quite clearly that there will be.</p></blockquote><p></p>
[QUOTE="Al, post: 1831705, member: 2486"] Read my analysis again. Of all those who are high enough level to have item creation feats, only one-fourth are considered to actually have them, only one-half of those actively use them, and even they only craft an item once every *six months*. Assuming that the "average" item is, say, a +1 weapon, it takes 16 hours every six months to craft items at a rate which would produce the plethora of items outlined. It's a vastly conservative estimate. [B]I spend more time in the shower than the "item creator" wizard spends crafting[/B] under this line of analysis, and I've never been described as "having nothing better to do than sit in the shower all day". This is not a magical item factory. Wizards are not constantly churning out items. I'd say that spending 16 hours every six months crafting items is not exactly some sort of constant shackling to their item creation lab. They have more than enough time (i.e. all but four days in the year) to pursue other interests. That's patently not the case. Not evey soldier, rogue, tavernkeeper and priest can afford to fork out 2,000gp for a permanent magical item. That's twice as much as an average house, or sixty years' wages for an average peasant. They might be available, but they're not cheap. Just because Ferraris, LearJets , luxury yachts, deluxe holiday homes and cruise missiles can be obtained for cash, it doesn't mean that everyone has them. Does every fighter earn his keep by "not beating you up"? Does every rogue earn his living by "not robbing you"? No? Then why should every wizard hold the world to ransom. For one, no good or probably no neutral wizard would earn his living from blatant extortion. Secondly, large cities would have authorties to deal with this sort of thing; and smaller settlements occasionally put out for groups of "adventurers" to remedy such situations :). Sure, some might earn their living this way; like I've said, I'm only taking one in eight spellcasters to have and practise item creation feats. That's not exactly all of them. I think I've dealt with this. Alternately, 87.5% have better things to do than produce a +1 longsword every six months ;) . Sure, but it's realistic. If the PCs want to buy a ship or whatever, they can presumably acquire one with relative ease for a simple exchange of money. This isn't about "heroism". It's about allowing a campaign world to act in a realistic fashion. It's about verisimilitude. It's the default assumption in DnD. You could make a socialist world, but it would be strange (socialism relies on a huge modernised bureaucracy) and non-core. The entire canon DnD is premised upon capitalism as the mode of economic exchange, and this is also true of all WotC-published campaign worlds. Precisely. This argument isn't about campaign flavour or world-building. It's about logical deductions given certain premises. I've nothing against people like Ibram who wish to build alternate Lovecraftian magic systems, or Doug who prefers a low-magic world, but this argument is about whether, in canon DnD and given canon assumptions, there would be magic shops. It seems quite clearly that there will be. [/QUOTE]
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