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How do you handle buying magic items in cities?
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<blockquote data-quote="Celtavian" data-source="post: 949142" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>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.</p><p></p><p>Items I consider standard adventuring gear that PC's can acquire fairly easily:</p><p>1. Holding Items: <em>Bags of Holding</em>, <em>Portable Hole</em>, <em>Hewards Handy Haversack</em>. 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.</p><p></p><p>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.</p><p></p><p>3. Wands: Offensive wands such as <em>Fireball</em>, <em>Magic Missile</em> and <em>Lightning Bolt</em> wands are fairly common. Curative, restorative and protection wands are fairly common. </p><p></p><p>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. </p><p></p><p>5. Special Material Items: Special material items are all made to order. You must commission and pay the craftsman in advance to make them.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 949142, member: 5834"] [b]re[/b] 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: [i]Bags of Holding[/i], [i]Portable Hole[/i], [i]Hewards Handy Haversack[/i]. 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 [i]Fireball[/i], [i]Magic Missile[/i] and [i]Lightning Bolt[/i] 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. [/QUOTE]
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