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High level 3e magic item purchasing... when does enough become too much?
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<blockquote data-quote="Paladin" data-source="post: 65021" data-attributes="member: 263"><p>I guess I'm in the extreme minority here, but I believe that if the characters have the money, there's no item out of their reach. I equate it to real life: if you've got the money, someone will sale you whatever you want. This is especially true if you have the right connections.</p><p> I run the Realms, and since it's a high-magic setting, what sense does it make to not have access to magic items? What's the point of having every rulebook, supplement and adventure have new magic items, if PCs "aren't supposed to have them" or "can't buy them"? One of the great things about this game, IMHO, is the variety of magic items available for play. Earlier I spoke of having the right connections. In the Realms there is an organization known as the Watchful Order of Magists and Protectors, basically a large guild of spellcasters. In many worlds there are Wizard's Guilds. What sense does it make that if one of your PCs is a member of one of these guilds, that he can't buy or sell items? Even if none of your PCs are members, do the guilds not like to make money? What about buying items from temples? It would be a pretty lousy, not to mention quick-lived, religion that had no magic items for it's followers to have access to. </p><p> Urbanmech said in his campaign the fighter and rogue feel like treasure is worthless because they can't buy any magic items with it. Where's the fun in that? Most adventurers are out there crawling through dungeons for wealth, prestige, and power. If wealth means nothing because all you can do is buy more land and castles (woo-hoo! big fun there!) and prestige and power are hard to come by being 15th level and wielding that <em>+2 dire flail</em> you aren't even proficient in....what's the point of adventuring? Retire and live off the taxes the peasants around your (no doubt) gargantuan castle provide you. This game is supposed to be fun, I thought. What kind of sense does it make to run a campaign where no PC can buy or make magic items? Where the hell did the existing magic items come from then, if no one can make them? The wondrous item tree? The lake of potions? The armor faerie? </p><p> I also don't agree with the selling of magic items at half the market value. I can fully understand selling mundane items, armor, weapons, etc. at half price. They are all subject to wear and tear, and since they were obtained by adventurers, most likely are bloody with lots of holes and slashes. However, magic items are by their nature superior works of craftsmanship. They do not age like normal items, they are vastly more resilient, and their power doesn't wane unless they have charges. It doesn't make any sense that a <em>headband of intellect +6</em> should be sold for 18,000 gp. Why? Because since Bob the dead wizard used it, now it doesn't work as well? Um, no. It still provides a +6 enhancement bonus to Intelligence...so why the drop in value? Anyone who can explain that to me, feel free.</p></blockquote><p></p>
[QUOTE="Paladin, post: 65021, member: 263"] I guess I'm in the extreme minority here, but I believe that if the characters have the money, there's no item out of their reach. I equate it to real life: if you've got the money, someone will sale you whatever you want. This is especially true if you have the right connections. I run the Realms, and since it's a high-magic setting, what sense does it make to not have access to magic items? What's the point of having every rulebook, supplement and adventure have new magic items, if PCs "aren't supposed to have them" or "can't buy them"? One of the great things about this game, IMHO, is the variety of magic items available for play. Earlier I spoke of having the right connections. In the Realms there is an organization known as the Watchful Order of Magists and Protectors, basically a large guild of spellcasters. In many worlds there are Wizard's Guilds. What sense does it make that if one of your PCs is a member of one of these guilds, that he can't buy or sell items? Even if none of your PCs are members, do the guilds not like to make money? What about buying items from temples? It would be a pretty lousy, not to mention quick-lived, religion that had no magic items for it's followers to have access to. Urbanmech said in his campaign the fighter and rogue feel like treasure is worthless because they can't buy any magic items with it. Where's the fun in that? Most adventurers are out there crawling through dungeons for wealth, prestige, and power. If wealth means nothing because all you can do is buy more land and castles (woo-hoo! big fun there!) and prestige and power are hard to come by being 15th level and wielding that [I]+2 dire flail[/I] you aren't even proficient in....what's the point of adventuring? Retire and live off the taxes the peasants around your (no doubt) gargantuan castle provide you. This game is supposed to be fun, I thought. What kind of sense does it make to run a campaign where no PC can buy or make magic items? Where the hell did the existing magic items come from then, if no one can make them? The wondrous item tree? The lake of potions? The armor faerie? I also don't agree with the selling of magic items at half the market value. I can fully understand selling mundane items, armor, weapons, etc. at half price. They are all subject to wear and tear, and since they were obtained by adventurers, most likely are bloody with lots of holes and slashes. However, magic items are by their nature superior works of craftsmanship. They do not age like normal items, they are vastly more resilient, and their power doesn't wane unless they have charges. It doesn't make any sense that a [I]headband of intellect +6[/I] should be sold for 18,000 gp. Why? Because since Bob the dead wizard used it, now it doesn't work as well? Um, no. It still provides a +6 enhancement bonus to Intelligence...so why the drop in value? Anyone who can explain that to me, feel free. [/QUOTE]
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