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High level 3e magic item purchasing... when does enough become too much?
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<blockquote data-quote="Dragonblade" data-source="post: 66165" data-attributes="member: 2804"><p>Paladin's post is right on the money.</p><p></p><p>First of all he is not in the minority. Everyone I know plays in a D&D campaign where you can buy magic. It only makes logical sense that magic and magical items would be bought and sold like any other commodity. Besides with the Item Creation feats all you need is gold and XP and you can make any item you want. The power to control magic item distribution has been put into PC's hands to a degree never before seen in any previous edition of D&D and naturally some DM's feel uncomfortable with that.</p><p></p><p>Yes, he does live in a modern capitalist economy but economics is nothing new. Furthermore, I would argue that there was FREER market in the middle ages then there is now. Granted it was much more dangerous and your money only lasted as long as you had the muscle to protect it and there were certain technologies that simply didn't exist, but you could technically buy anything that did exist at the time. Want to buy a pardon for your sins? A corrupt church official will sell you one. Need poison? Drugs? Women? Food? Land? Weapons? An army? Slaves? Money could buy any of it back then. Nowadays we have restrictive national governments that inhibit the trafficking of such things. And even they aren't always successful.</p><p></p><p>Anyway, I've found that D&D campaigns cannot be compared to fantasy novels or mythological stories. Fantasy novels are written and controlled by one supreme author and things exist in that world the way they do (logically or illogically) because the author wants them that way. Mythology is the same way. D&D, however, is an RPG driven by the inputs and actions of a group of (self-interested) players and a DM. Furthermore, the very rules of the game foster a certain atmosphere. The structure of magic and character classes, the very rules of the game; create an atmosphere and feel that can only be called "D&D". It is unique to itself despite minor campaign dependent variations. I feel that magic as a commodity is naturally occuring based on the D&D rules and the fact that there are players involved who will naturally make "self-interested" economic decisions regarding money, power, and magic.</p><p></p><p>For those DM's who want magic to have a rare and exotic feel to it, the rules need to be massively tweaked for their individual campaign. Because everything from PC power level to monster CR's to spell-casting in general is based on the premise of the standard D&D magic system. You cannot simply deny PC's magic or item creation feats without considering the ripple effect that will run through your campaign reality. Well, you can but it will create verisimilitude and internal consistency issues with your campaign.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 66165, member: 2804"] Paladin's post is right on the money. First of all he is not in the minority. Everyone I know plays in a D&D campaign where you can buy magic. It only makes logical sense that magic and magical items would be bought and sold like any other commodity. Besides with the Item Creation feats all you need is gold and XP and you can make any item you want. The power to control magic item distribution has been put into PC's hands to a degree never before seen in any previous edition of D&D and naturally some DM's feel uncomfortable with that. Yes, he does live in a modern capitalist economy but economics is nothing new. Furthermore, I would argue that there was FREER market in the middle ages then there is now. Granted it was much more dangerous and your money only lasted as long as you had the muscle to protect it and there were certain technologies that simply didn't exist, but you could technically buy anything that did exist at the time. Want to buy a pardon for your sins? A corrupt church official will sell you one. Need poison? Drugs? Women? Food? Land? Weapons? An army? Slaves? Money could buy any of it back then. Nowadays we have restrictive national governments that inhibit the trafficking of such things. And even they aren't always successful. Anyway, I've found that D&D campaigns cannot be compared to fantasy novels or mythological stories. Fantasy novels are written and controlled by one supreme author and things exist in that world the way they do (logically or illogically) because the author wants them that way. Mythology is the same way. D&D, however, is an RPG driven by the inputs and actions of a group of (self-interested) players and a DM. Furthermore, the very rules of the game foster a certain atmosphere. The structure of magic and character classes, the very rules of the game; create an atmosphere and feel that can only be called "D&D". It is unique to itself despite minor campaign dependent variations. I feel that magic as a commodity is naturally occuring based on the D&D rules and the fact that there are players involved who will naturally make "self-interested" economic decisions regarding money, power, and magic. For those DM's who want magic to have a rare and exotic feel to it, the rules need to be massively tweaked for their individual campaign. Because everything from PC power level to monster CR's to spell-casting in general is based on the premise of the standard D&D magic system. You cannot simply deny PC's magic or item creation feats without considering the ripple effect that will run through your campaign reality. Well, you can but it will create verisimilitude and internal consistency issues with your campaign. [/QUOTE]
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High level 3e magic item purchasing... when does enough become too much?
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