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Does your setting have Magic Shops
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<blockquote data-quote="lukelightning" data-source="post: 2903518" data-attributes="member: 9745"><p>I have magic shops, I see no reason to prevent them. I run an Arcana Unearthed/Evolved game where item creation feats are much more logical and creative (instead of "brew potion" or "craft want" you have "create single-use item" or "craft charged item" feat which could take many forms).</p><p></p><p>Most of these shops are affiliated with a guild such as the Council of Magisters or a powerful trade guild, and the local thieves know It Is A Bad Idea to mess with them. Plus it's not like it's something with shelves of potions out for browsing; the magical goods are kept in a back room, with a small display case with some sample wares. The stuff on display is more likely to be alchemical items or raw ingredients for making magical items.</p><p></p><p>Sure, magic is somewhat rare but it's not hard for an adept or other spellcaster to take an item creation feat and make money selling potions or other cheap/single use item, in addition to selling spells for hire and alchemical goods.</p><p></p><p>Permanent items generally need to be commissioned, though the local adept keeps trying to convince the party to buy a magic shortsword without much success.</p><p></p><p>I don't have any major problem with DMs who don't include magic stores, <em>as long as they provide the PCs with appropriate magic items</em> as part of the game. Nothing sucks more than being a 10th level greatsword specialist yet never having a chance to find a magic greatsword.</p></blockquote><p></p>
[QUOTE="lukelightning, post: 2903518, member: 9745"] I have magic shops, I see no reason to prevent them. I run an Arcana Unearthed/Evolved game where item creation feats are much more logical and creative (instead of "brew potion" or "craft want" you have "create single-use item" or "craft charged item" feat which could take many forms). Most of these shops are affiliated with a guild such as the Council of Magisters or a powerful trade guild, and the local thieves know It Is A Bad Idea to mess with them. Plus it's not like it's something with shelves of potions out for browsing; the magical goods are kept in a back room, with a small display case with some sample wares. The stuff on display is more likely to be alchemical items or raw ingredients for making magical items. Sure, magic is somewhat rare but it's not hard for an adept or other spellcaster to take an item creation feat and make money selling potions or other cheap/single use item, in addition to selling spells for hire and alchemical goods. Permanent items generally need to be commissioned, though the local adept keeps trying to convince the party to buy a magic shortsword without much success. I don't have any major problem with DMs who don't include magic stores, [i]as long as they provide the PCs with appropriate magic items[/i] as part of the game. Nothing sucks more than being a 10th level greatsword specialist yet never having a chance to find a magic greatsword. [/QUOTE]
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