redrick
First Post
You're seriously comparing magic items to jewelry?
First off, the prices for magic items in the DMG are a joke. 7500gp for a 'jeweled platinum ring' but less than 5000gp for a broom that flies?!? Less than 500gp to take any weakling and make them as strong as an ogre with some gauntlets? Silliness. Either reduce art/gems by a factor of 10, or increase magic items by the same. Second, any schmuck can make a gold ring. Not anyone can make a magic one, which is why a magic shop would be an ultra high profile target. Lastly, not every 'goldsmith' is going to have a storefront shop to be robbed. Plenty of them would work with other crafters to just inlay gold into something else, like churches, temples, royal buildings, etc. Not to mention, how big was Paris compared to the rest of Europe back then? Pretty big. So sure, if you are in the biggest city in the entire kingdom, you might drop down a magic item shop. Which I am sure will have walls lined with all sorts of wonderous things right?
And then comparing the real world to a world in which people can cast magic to make themselves invisible, teleport, polymorph/shape change, use telekinesis, put people to sleep or charm them, etc? Really?
How again do you defend against this when you have a magic shop with stock values ranging from 5k to 500k? Any decent level group of adventurers could clear the place out. Let's see, they can target the silver smith, jeweler, or goldsmith and get some loot orrrrr they can target the magic shop that is full of potentially useful stuff. Hmmmmm
I'd go with [MENTION=158]Henry[/MENTION] on this. I'm not saying that a fantasy world needs to have magic shops, and I'm certainly not saying that these magic shops would have as many magic items on hand as a downtown jeweler, but the idea that security concerns alone should keep a retail outfit from selling magic items seems odd to me. Adventurers aren't the only people capable of using magic! A store selling exceptionally powerful magic items (probably a one-of-a-kind type deal, located in a major city overflowing with the 1%, maybe a fantasy Dubai) would employ exceptionally powerful security. Patrons might require some sort of official introduction, but they might also merely have to put down a substantial cash deposit and go through extensive security screening before actually getting to the show-room. I'm sure lots of golems would be on hand, as well as various enchantments protecting against teleporting. One can run a store that is "open to the public" and still have more security than a liquor store.
I've also had disreputable purveyors of magic items, whose items didn't always do what they said they'd do. I set up a "used trinket store" in the Keep on the Borderlands that sole various minor magical items. 50% of the items were actually non-magical, while many of the items had negative intrinsics that were never mentioned. (For instance, a cloak of invisibility to dark-vision that glowed bright blue in the presence of Orcs.) I didn't run with it all the way, because I felt bad for totally screwing my players over with no warning. If I were to do it again, I'd make sure that the first item failure was minor and comical, setting up idea that maybe Bob's Used Trinket Warehouse wasn't exactly on the level.
The magic supplies shop in my current town has various alchemical supplies in the main storehouse, as well as some potions of alchemical healing, and then a well-secured back room with 4 uncommon magic items. Not exactly the score of the century.
That being said, there are a lot of great ideas above about other ways to induce my player characters to spend money in flavorful ways, and I'll definitely work on some adventure ideas with that sort of thinking.