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Forked Thread: [Maybe this is where the magic went:] To the magic shop
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<blockquote data-quote="AllisterH" data-source="post: 4589386" data-attributes="member: 51325"><p>I remember this passage but it has a couple of assumptions that don't actually work...</p><p> </p><p></p><p> </p><p>Right here is the 1st problem. The only reason the players don't trade in those items isn't because they don't want to, it's the fact that there's no magic shoppe to trade it in to begin with...</p><p> </p><p>Basically, it's saying, "don't create a magic shop since players don't have a magic shop to trade in their iitems"</p><p> </p><p>Now, while one shot items might be saved (in both 3e and 4e, potions et al tend to be kept by the party members as it usually not worth the effort to trade it in for cash as you get so little trade in value for them.</p><p> </p><p>Now, the only reason people kept permanent magical items like a +1 sword when everyone was outfitted with +3 swords and already had +1 swords as backups was because you could sell it but you couldn't use the proceeds to buy anything..</p><p> </p><p></p><p> </p><p>Now this part I personally find hilarious....A few months earlier I was in a somewhat heated/friendly discussion about the loss of the "profession" skill in 4E. There is a segment of gamers that a passage such as this is textbook example of badwrongfun.</p><p> </p><p>Personally, the magic shop is something that actually cuts out the haggling as you don't really haggle that much in a respected shop as compared to trading magic items among non-shop owners.</p><p></p><p> </p><p>The first assumption only works in 1e/2e where magical item creation was crazy level hard. Contrast with the 2E's DMG's example of creating a "simple" +5 sword with the equivalent in 3e/4e. Of course, trying to reconcile that with the treasure you found in standard adventures was also one of those Schrodinger Cat type situations...</p><p> </p><p>Secondly, the fact that magic items don't lose their potency over time means that any world with an extensive history, Greyhawk for example, there should be lots of magic items laying around</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4589386, member: 51325"] I remember this passage but it has a couple of assumptions that don't actually work... Right here is the 1st problem. The only reason the players don't trade in those items isn't because they don't want to, it's the fact that there's no magic shoppe to trade it in to begin with... Basically, it's saying, "don't create a magic shop since players don't have a magic shop to trade in their iitems" Now, while one shot items might be saved (in both 3e and 4e, potions et al tend to be kept by the party members as it usually not worth the effort to trade it in for cash as you get so little trade in value for them. Now, the only reason people kept permanent magical items like a +1 sword when everyone was outfitted with +3 swords and already had +1 swords as backups was because you could sell it but you couldn't use the proceeds to buy anything.. Now this part I personally find hilarious....A few months earlier I was in a somewhat heated/friendly discussion about the loss of the "profession" skill in 4E. There is a segment of gamers that a passage such as this is textbook example of badwrongfun. Personally, the magic shop is something that actually cuts out the haggling as you don't really haggle that much in a respected shop as compared to trading magic items among non-shop owners. The first assumption only works in 1e/2e where magical item creation was crazy level hard. Contrast with the 2E's DMG's example of creating a "simple" +5 sword with the equivalent in 3e/4e. Of course, trying to reconcile that with the treasure you found in standard adventures was also one of those Schrodinger Cat type situations... Secondly, the fact that magic items don't lose their potency over time means that any world with an extensive history, Greyhawk for example, there should be lots of magic items laying around [/QUOTE]
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