Amazing Mumford
First Post
The assumption is that anything under the GP limit is available to purchase. If a town has a GP limit of 3,000gp then you should be able to find nearly anything you want up to that value. You can even buy really cool stuff like light mithril armor etc...
'Magic item shops' are a DM created limitation...saying u can only get magic items from a specific shop is unrealistic. That would be like me shopping for a toaster oven, but somehow I can only look for it at stores called Nappa Auto Parts. There are any number of other ways one could procure magic items. It's meant to be kept abstract, so that the DM doesn't have to detail out 980 shops and NPCs and individual inventories. Most of the time you see the party go to town and offload their treasure, then they spend a week or 2 in town looking for the things they want, most of the time any individual PC is only looking for 1 or 2 specific things. Or in the unfortunate cases they have a list of 10-15 things they want because the DM never lets any items they want be in stock, or the DM does the dreaded %(and its always small) chance roll on every single item. 1 of 2 things happens, the PCs will sit there for months if they have to until they find what they want, or the DM will force them back onto the story arc, annoying the PCs in the process because they are gaining more levels but they can't find gear that NPCs 3 levels below them get for free (of the DMG). Especially since most of the time, the PCs want items that make sense for someone to create. Stat bonus items, cloaks of resistance, magic armor, rings of protection, magic weapons are all things that anybody could deal in and find buyers/sellers.
Trying to disect character knowlege vs player knowlege is another DM cop out...It's a really really bad idea unless you want characters to keep detailed lists of every item they've ever learned about and the title/contents of every book their character ever read, every conversation with the wizard, etc...Plus it makes the players say silly things like 'I ask bob the wizard to tell me about every magic item he knows how to create, what items can I know about shopping for now?' or 'Hrmm...I'd really like to find a magic ring that somehow protects me from getting hurt' then the DM goes 'ZOMG u meta-gamed! 50 DKP minus!'
I disagree, it really isn't-- in-character vs. out-of-character knowledge I feel is easily seperated. Knowledge skills go a long way! I don't totally disagree though, I do think it makes total sense to have the items "spread out" over several different shops-- and also for instance that simple stat boost/ring of protection/magic arms and armor would be a lot more "common knowledge" on a Knowledge: Arcana or Gather Information check, maybe around DC 10-15. Not that hard to pull off! Also I feel these items would be more readily available. But I would say that the more obscure items would not be "common knowledge". Imagine it like this-- the MIC just came out, and the player's don't own one yet. Are they going to ask for things like a healing belt or anklet of translocation?? Probably not!! As soon as the player's read about them though, doesn't equate to their PC's all of a sudden gaining that knowledge... I'm talking about rings or items with multiple magical powers, arms/armor qualities above and beyond "+1" and/or "flaming", and most misc. magic items that don't provide simple stat boosts etc. I could give a thousand examples, here's two random examples:
1) ioun stones- what PC is going to walk in a store and say "I need something that's going to float around my head and make me not need to breathe"
2) akkabar's battleblade ring (PGF)- again, who would say "I'm looking for something in a ring that might fly off my finger and turn into a blade barrier"
Here's where role-playing and NPC "conversations" come into play-- maybe the PC's have come across and NPC with a little gemstone orbiting his/her head, and the next city they go to the PC wizard decides to do a little research (provided he/she didn't already have a pretty high Knowledge: Arcana roll); then out-of-character info becomes in-character knowledge. With the second example, say the cleric of Tempus or Tyr goes to the temple and talks with an NPC there about an up-coming foe, and asks if the temple might have anything to help in battle-- then the DM could possibly introduce the aforementioned battle ring.
OK, I admit that these scenarios do take role-playing time, and I totally agree that in some gaming groups this will not work. Personally, I really hate the idea of "generic cities" all over the land, and do my best to inject a little flavor. I use the Forgotten Realms, and a lot of these cities are fleshed out a bit and so my job is a lot easier-- Calimshan is a much different place than Mulmaster, for example! And a simple little flip through Volo's Guide to the Dalelands is perfect if a PC is in the area and is "looking for something". I like action too, don't get me wrong, I am just as bored as the players with a 2-3 hour "shopping" session... So I try to balance it all out. The PC's don't ALWAYS get exactly what they want, sometimes they do, but if not they will at least get some pretty cool and usable stuff. I will agree that this is NOT the case for every setting, and some DM's just don't to put the extra time in, or don't have time to. I have said before, use what works for you.....