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How do you handle selling magic items in your campaign? (New question on page 4)
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<blockquote data-quote="Shallown" data-source="post: 1598938" data-attributes="member: 1368"><p>My players for the most part have developed relationships as they ahve grown in power with people who can buy/sell items for them. Some of the relationships are pure business and some are with people who have become friends as well as business contacts. Several players keep list of names for different specialities and such in various cities they frequent.</p><p></p><p>As to the actual price I usually adjust it up or down 10% maybe more depending on who is doing the buying (meaning I use Charisma, skills and prior relationships to adjust). I also adjust according to demand. The items that have no real use in the main city (like a foalding boat) go for a much lower price then the city on a sizable lake. I use common sense and knowledge of my world to make those decisions. I also don't have every item available in the book for immediate purchase. In fact once youget over a certain dollar amount or an unusual item you start having to commision items to be made.</p><p></p><p>For the most part I am fairly flexible with handling things this way. I think Core D&D is made to be run this way. I know some people decry the idea of a magic shop but the game is set up to have them, <em>in my opinion,</em> and to change it a great deal is a pain I would prefer just to run a different game system. Much the same reason I do high fantasy in D&D and not grim and gritty. I don't think D&D is designed to run it. It can be done and done well but takes more work than its worth when I could choose another system and have it all done for me. (Yes I sound lazy but since my other fantasy game preference is grim and gritty, no magic shops I use a system I created from scratch and is compelete as D&D I don't think I'm that lazy. More like the right tool for the right Job) </p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1598938, member: 1368"] My players for the most part have developed relationships as they ahve grown in power with people who can buy/sell items for them. Some of the relationships are pure business and some are with people who have become friends as well as business contacts. Several players keep list of names for different specialities and such in various cities they frequent. As to the actual price I usually adjust it up or down 10% maybe more depending on who is doing the buying (meaning I use Charisma, skills and prior relationships to adjust). I also adjust according to demand. The items that have no real use in the main city (like a foalding boat) go for a much lower price then the city on a sizable lake. I use common sense and knowledge of my world to make those decisions. I also don't have every item available in the book for immediate purchase. In fact once youget over a certain dollar amount or an unusual item you start having to commision items to be made. For the most part I am fairly flexible with handling things this way. I think Core D&D is made to be run this way. I know some people decry the idea of a magic shop but the game is set up to have them, [I]in my opinion,[/I] and to change it a great deal is a pain I would prefer just to run a different game system. Much the same reason I do high fantasy in D&D and not grim and gritty. I don't think D&D is designed to run it. It can be done and done well but takes more work than its worth when I could choose another system and have it all done for me. (Yes I sound lazy but since my other fantasy game preference is grim and gritty, no magic shops I use a system I created from scratch and is compelete as D&D I don't think I'm that lazy. More like the right tool for the right Job) Later [/QUOTE]
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