How do you handle buying magic items in cities?

Dire Wolf

First Post
I recently struggled through a night of gaming where a party, somewhat freshly laden with treasure from an adventure travelled to a new city they have never been to before. We spent the entire session shopping for magic and mundane items. There was very little roleplaying because the value and property of items and had to be looked up and item availablity had to be determined. The players not currently purcashing something quickly became understandably bored.
My question is this: How do other GM's handle this? Do people pre-determine what items are available ahead of time? Is there a generator for this anywhere? Any help would be greatly appreciated. Thanks!
 

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ThirdWizard

First Post
I make it up as I go along and roleplay the whole thing. In my Planescape game, the characters have met and are in good favor with an Arcane (Mercane now?) and he gives them deals and exchanges for magical items. I roleplay the whole thing and determine what he might have lying around at the time which changes from visit to visit.

Because he knows the players, I can make up things I know the players would want to have but at the same time still keep the power balance that I want. If I don't want them to have something so easily I just say that he doesn't have it in stock but can get it for a bit more (hiring someone to find an item for them). That way they can get basically whatever they want as long as they're willing to pay a bit extra, but basic things are easily aquirable.
 


Deadguy

First Post
Purchasing magic items? Simple, aside from basic scrolls and potions, they don't just buy them, they commission them. The difference is subtle but significant, and has an impact on game play. Here's how I'd handle the circumstance you mention.

Firstly, I don't have a 'random city' - I can usually guess where the PCs are headed, so I can work up at least basic city profiles (as the DMG) in advance. This gives me some ideas about the Spellcasters resident in the city. I then work through these casters - or at least the more powerful ones - deciding their interests and if they are item crafters. Since I've in the past put plenty of legwork into looking at the mixtures of magical groups in my campaign world, I don't find this too difficult.

So now I have an idea of the likely capabilties of the item crafters in that city. Next I'll also think over if any of them are likely to be otherwise engaged at this time - that is engaged in research, crafting large projects for local potentates, etc. That gives me a profile of the sorts of items that are likely to be available, so when characters ask around I can indicate what local gossip says is available. I know it sounds like a lot of work, but really, unless it is a major metropolis the scope is actually fairly limited, and all this takes no more than an hour to work out.

Third, I think about the location of the city - what sort of lands surround it, what its neighbours are like, what special sites are around. This gives me some ideas for the likelihood of 'secondhand' magic items being available. At tis point I also sprinkle in some personal ideas for magic items, including ones that are likely to be beyond the means of characters to buy! (Well, it has aspiration value, and it adds to verisimilitude - it seems strange if only items appropriate for their level are circulating!).

When it comes to the PCs actually purchasing, this tends to be an adventure of sorts in its own right - I have even been known to award XP for handling the process well - which helps concetrate the minds of the players on the task! PCs take the opportunity to find out what is available, and who might supply it. Social PCs can spend some time just socialising, getting to know people who might help them. Then when they have an idea what they want they can approach the relevant crafter to negotiate the commission. Here's where they get an idea of how long it's going to be before they can actually take delivery - and financial inducements can improve this time! I can also plant adventure seeds since these sorts of people often also need favours doing - from dealing with troublesome competitors to delivering commissions to gathering special components. And the time taken for commissions automatically creates some downtime in a game - giving PC crafters a break.

All this makes buying magic items more than just 'looking stuff up in the DMG'. Reviewing what I've written, this makes the process seem laborious, but really I tend to think of it as all part of the lifelong adventures of the PCs. Approaching it like that makes the events more noteworthy and more interesting for all involved. Characters who want special items may need to persuade others to visit the right places, or do favours, etc. Overall, it gives me some control over the input of items into the setting, whilst not depriving the players of an important factor in the design of their characters.
 

Celtavian

Dragon Lord
re

I usually determine what is for sale by determining what would be in demand adventurer items, and what would be specialty items. I do definitely include the ability to obtain any magic item the PC's want in major cities, but some will take more time to obtain than others.

Items I consider standard adventuring gear that PC's can acquire fairly easily:
1. Holding Items: Bags of Holding, Portable Hole, Hewards Handy Haversack. Stuff like these are easy to acquire because they are in high demand by adventurers IMO, thus they have a high inventory turnover and don't tie up magic shop owners capital.

2. Potions and Scrolls: Healing potions, restorative potions, movement potions, defensive potions and similar scroll types I consider in demand adventuring gear. They are available from many places in major cities.

3. Wands: Offensive wands such as Fireball, Magic Missile and Lightning Bolt wands are fairly common. Curative, restorative and protection wands are fairly common.

4. Low level magic weapons and armor: I feel many armorers and weaponsmiths keep a wide range of low level magic weapons as well as masterwork weapons for creating more powerful magic weapons on hand. Most weapons above +2 are made to order as our weapons with special powers.

5. Special Material Items: Special material items are all made to order. You must commission and pay the craftsman in advance to make them.

I don't have any real hard and fast rules. I have developed a good sense of what I want to allow the characters to purchase with relative ease and what items will cause them to have to wait.

I also don't like to allow certain materials like mithral to easily proliferate without a good reason why a person is able to acquire such an item. Only the dwarves and to a lesser extent the elves and allied humans have access to mithril. It should not enter the game easily just because someone can afford it.

I have some basic guidelines I follow for player magic acquisition. the rest I play by ear. I try to make the process as speedy as possible. I only make them roleplay out acquiring the item if it is a substantial item that will require some of repute to make it.
 


Destil

Explorer
Gather Iformation checks to find an item or find a buyer, typicaly. DC is usualy something like caster level + 5-40, depending on the size of the area and rairty of the item. Sucess either gives the PCs information about a potential buyer / seller or information as to where they could get it (i.e. Well, I never saw anyone who wanted a wand of Fireball here in Annoy, but a few months back I was Leth, and there was this wizard...)

If I just want to do everything behind the curtian to keep things moving I make a gather information check (no DC, higher results are just faster) for the player to figure how long it takes to locate an item/seller, then do some diplomacy checks for haggling the price.

In general I'd assume with the typical D&D magic level you can find anything if you look long enugh. Though sometimes you need to make a trip to the outer planes (Chaotic mace? There's this Githzeri forteess city in limbo...) to do so. :)

This is all asuming a large area and PCs (though not nessesserly players) willing to invest time in getting what they want. For a small town, I'd just roll up or personally decide on what the local wizard / temple has and may be willing to sell and that's what's there.
 
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Dthamilaye

First Post
Back at lower levels, if players wanted some item in city, I would throw a dice if the item was available. The roll depended on the size of the city and the commonality of the item. In bigger cities, I gave around 3% chance to get a specific Major item.

Nowadays, at level 16-17, I usually just assume that they commission the items. Some wizard that makes them the item. If they are in no rush, they might wait to get the item, or I keep one adventure in the mean time and they get the item after that.

This is because mostly my players want specific items. Like Boots of evasion + speed (30k+16k =46kgp) or helmet of +6 cha + detect magic at will (around 40k) or Robe of displacement, major (50k). Thats why they must order the stuff.

About only rule that I have changed from DMG is that +10 skill items are maximum. On the other hand, they can get maximum of 5 extra feats with wishes.
 

drnuncheon

Explorer
Our Planescape players discussed it, and we decided the following:

1) "shopping trips" are interesting every so often, but not all of the time (they can get old quickly), and

2) we often don't have enough time to get our regular game done, let alone fiddle around with roleplaying out searching for an item, bartering, etc.

We decided to save the shopping trips for Major items, figuring that Minor and Medium items would be common enough in a city like Sigil that they would be reasonably easy to find and have more or less stable prices because of that.

J
 
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Mystic_23

First Post
Our GM set up a "Magic Item Broker" that we have dealt with since the beginning. Basically, we go to her with a list of what we want, and she looks into whether it can be found, or if it has to be made. She gets a small commission out of the deal, but it's all figured into the cost of the item. This system works pretty well. I think Liesha (our broker) has gotten fairly rich, just on our party alone. She's going to be sad when we go epic level (which will be soon) and she doesn't have access to items that we need any longer.
 

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