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Does your campaign have magic shops?
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<blockquote data-quote="LoneWolf23" data-source="post: 1832651" data-attributes="member: 643"><p>I think it's possible to handle Magic Shops by seperating them into different categories: Apothecaries for Magical Components and Magic Potions, Magical Scribes for Scrolls, and different Magical Craftsmen for different Magic Items.</p><p></p><p>If we apply Medieval Thinking to Magical Item Creation, then it's logical to assume that different Crafters will have different specialties, just as in the real world, different craftsmen specialised in different crafts: armor specialists did one thing, weaponsmiths did another, and so on. And even Weaponsmiths tended to specialise, with swordsmiths being considered the finest specialists.</p><p></p><p>Following this thinking, I'd conclude that Magic Item makers would similar specialise, in part due to their experience, in part due to their upbringing or their character traits. A Dwarf weaponsmith will undoubtedly be very good at crafting weapons and armors of metal, and may specialise more in Heavy Plate and Axes, and special abilities like Invulnerable (DR 5/Magic) or Fortified armors, and Bane or Mighty Cleaving weapons.</p><p></p><p>Meanwhile, an Elven Weaponsmith who's also good at crafting weapons and armors will favor light armors and either longswords and rapiers, and will focus on more subtle special abilities like Silent Moves or Glamered armors, and could have any kind of special ability on his weapons, depending on how "flashy" he is..</p><p></p><p>Remember that Magic Item creation isn't just expensive in terms of Gold, but also in terms of Experience Points. I doubt that a Wizardly Craftsman will waste experience points to make a random magic sword and just put it in his shop, waiting for a customer for it. In the real world, Weaponsmiths generally made their weapons to order, custom fitted to the client's specifications. The same, in my opinion, should be true of Magic Weapons and Armors. If a Longsword happens to be a +3 Keen Orcbane Longsword, it should be because it was forged to specifications for a skilled warrior engaged in a personal vandetta against Orcs.</p><p></p><p>The GURPS Line has a good take on the idea of Magic Item shops with their Magic Items series: Armors and Shields are one specialist's commerce, Magical Clothing are another's, and Magical Items for Rogues are yet another's.</p><p></p><p>So, I could definetly see Magic Shops existing, each one with different specialties..</p></blockquote><p></p>
[QUOTE="LoneWolf23, post: 1832651, member: 643"] I think it's possible to handle Magic Shops by seperating them into different categories: Apothecaries for Magical Components and Magic Potions, Magical Scribes for Scrolls, and different Magical Craftsmen for different Magic Items. If we apply Medieval Thinking to Magical Item Creation, then it's logical to assume that different Crafters will have different specialties, just as in the real world, different craftsmen specialised in different crafts: armor specialists did one thing, weaponsmiths did another, and so on. And even Weaponsmiths tended to specialise, with swordsmiths being considered the finest specialists. Following this thinking, I'd conclude that Magic Item makers would similar specialise, in part due to their experience, in part due to their upbringing or their character traits. A Dwarf weaponsmith will undoubtedly be very good at crafting weapons and armors of metal, and may specialise more in Heavy Plate and Axes, and special abilities like Invulnerable (DR 5/Magic) or Fortified armors, and Bane or Mighty Cleaving weapons. Meanwhile, an Elven Weaponsmith who's also good at crafting weapons and armors will favor light armors and either longswords and rapiers, and will focus on more subtle special abilities like Silent Moves or Glamered armors, and could have any kind of special ability on his weapons, depending on how "flashy" he is.. Remember that Magic Item creation isn't just expensive in terms of Gold, but also in terms of Experience Points. I doubt that a Wizardly Craftsman will waste experience points to make a random magic sword and just put it in his shop, waiting for a customer for it. In the real world, Weaponsmiths generally made their weapons to order, custom fitted to the client's specifications. The same, in my opinion, should be true of Magic Weapons and Armors. If a Longsword happens to be a +3 Keen Orcbane Longsword, it should be because it was forged to specifications for a skilled warrior engaged in a personal vandetta against Orcs. The GURPS Line has a good take on the idea of Magic Item shops with their Magic Items series: Armors and Shields are one specialist's commerce, Magical Clothing are another's, and Magical Items for Rogues are yet another's. So, I could definetly see Magic Shops existing, each one with different specialties.. [/QUOTE]
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