Items in shop; everything or a limited selection?

I agree with Mumford. It makes sense to me and has decent reasoning behind it. The forgotten realms setting for the most part is balanced. Places like waterdeep and lusken are hubs of trade and are expected to have a certain amount of magic items. But they wont have all and they wont have certain types of items. Not to mention who you buy it from and the effects of just buying from them. For example in waterdeep they have a few good places to get magic items but getting a magic item from blackstaff tower is not the same as getting one from the enclave of the red wizards. Not to mention skullport under waterdeep that as great or nearly as great a trade hub as waterdeep above it but with a different set of rules. You may find an item in both waterdeep and skullport, but in waterdeep you would have to pay gold for it. The same does not apply in skullport where you could simply trade it for a favor or if you are strong enough just take it by force depending on who is selling. After all in skullport murder is not the same as in waterdeep.

But as always the end result rest with the DM and how they want to do things. Personally buying things in a place like skullport would be an adventure into itself for me. I just hope I dont try and kill the shop keeper thats really a demon in a different form :D lol
 

log in or register to remove this ad

Magic item availability

I have been playing D&D since I got the red box in Jr high school. Over the years I have noticed a fundamental shift in how magic (items) is generally accumulated. In the beginning, you really only got them when you defeated something that either used it against you, or was guarding it cause it could not use it except as a lure for fresh prey. With third edition (and beyond, but I am a staunch non supporter of the latest version), you could see the fundamental shift in how things were approached by the creation of rules allowing for the design and creation of any magical items. You no longer needed to go out of your way to find that perfect item by rumour, research, or hardcore adventuring, you could just design your character, or if you were in a monty haul group, buy what you needed for that next adventure. As a DM, I have used the same campaign arc (well, I do travel alot, so I get fresh players) for the last 15 years. With each new group, things do change, even outside of the upgrade from second to third edition. The one thing that never changed, and I guess this is my main contribution to this thread, I still made certain that the party would be able to come across any special magic they needed during the course of the adventure. I made sure they knew it before they created their characters and reminded them periodically as they went along.

As an example, suppose they came to a point that they needed to do some underwater searching (adventuring). Prior to this point in the campaign, I would have made sure that each member of the party had a way to circumvent the whole breathing underwater bit before they came to the situation, or provided within the framework of that portion a way to get what they needed. If they squandered the resource because of poor planning (i.e. selling 'useless' magic), then they would have to pay through the nose, after considerable searching and travel, to replace it from some disreputable magic shop (the cost of security in those places is staggering, so of course things are expensive, it is bcause of the overhead of course). After which, I would remind them that they accumulate magic for a purpose and that purpose is not to sell it just because it does not appear to be readily useful. One time, I had a party that tried to sell an item none of them could use because of an alignment restriction. Everything was going fine, until they discovered, via ambush, that the purchasers could not afford it, so they tried to steal it (hey, they were evil after all). To make matters worse, someone else decided they wanted the item also, so it became a double ambush. I swear I did not plan any of it, I made it up as I went along. I really did not expect the party to try and sell the item and they were not getting the hint when no shops would buy it....After the double ambush, they decided that to destroy the item was the better course anyway (even though it was not necessary to the plot, they were good characters and they really did not need alignment problems because they were just getting greedy. The magic they wanted was just so expensive and they were not getting upgrades from me fast enough).

Anywho, I rambled long enough. In short, give out whatever is necessary for plot advancement through 'random' or 'placed' treasure, and just make up the rest of it as you go along.

I would also like to comment on the power gamers that dislike 'soft skills':rant:. Every class, PRC, or what have you advantage comes with its own limitations (for example the built in stacking rules). It may seem a pain in the backside, but enforcing any of the drawbacks that may be overlooked for simplicity (i.e. role playing disadvantages for combat advantages) should go a long way to balancing these things out. Look at various ways that skills can influence the combats that these knuckleheads gear for, but never use, such as balance, knowledge (oh yeah, you will be surprised at this one), jump and others. Once the players see how these skills can be useful, they will find they need to start investing those points in other places. Feats and skills with one line descriptions are hard to abuse, but the paragraph long ones often give you the advantage up front to catch your attention, then two or three paragraphs later comes the punchline. After pointing this minor flaw in research out with certain player types in the begining, they catch the hint and make wiser choices....usually.
 

The more changes you make to one part of the rules, the more changes you'll have to make to other parts of the rules to make the game playable again. Some feel it's worth it to get a more 'realistic' game, some feel it's not worth it. I'm clearly in the latter camp.
I think we're labouring under different pretenses. I don't think 'realism' means it has to be as similar to 'real life' as possible. Realism = believable (logical) according to the game setting.

So, in this regard, any changes to the core rules, such as removing all magic to make it more (*ahem* less) realistic, would result in other dynamics in the game changing.
 

I dont thank anyone should play in a setting with no magic items at all. Cause personally some monsters are just to much to handle without magical items. Can some of them even be hurt at all without magical weapons?

Well I can see where some magic items that may at 1st seem useless could come in later. But also when it comes to limiting magic items you could kinda force your players to think "outside the box" and make them work with what they have. Having everything handed to you seems more like a simple hack and slash to the end type of thing and takes away from the story aspect of the game. But maybe thats just how I see it.

Not to be off topic or anything but so called soft skills are not there for roleplaying alone. I mean if your in a city in the abyss or something akin to that your not going to fight every single demon you run into. You could use bluff and other skills to trick or get by them and if your really good you could even have them help you in a way.
 
Last edited:

In terms of this thread, I do not think it's realistic to walk into any blacksmith's shop and find for sale on the wall every style of every weapon in D&D.

I don't think it should be about walking into a shop and finding every item ever created there on a shelf.

I feel players should be able to walk into the shop and find the item "they want". You don't need shops with every item imaginable you just need a shop that has the special items the players are looking for.

If a player goes into a blacksmiths shop looking for a magical dwarven urgosh and they only have magical swords then the players is being penalized for wanting something different. The players are penalized enough by having to sell magic items for half price despite the fact that if they are rare enough to be hard to find then they'd be more equivilant to art pieces then normal gear and should sell for full price since magic items rarely pop up for sale.

Assuming of course that the GP limits of the town allow for the items.

The PC's are assumed by the system to need gear to survive, forcing them to use gear that they don't want because the stuff they do want seems rarer seems a bit unfair to the players.
 

If a player goes into a blacksmiths shop looking for a magical dwarven urgosh and they only have magical swords then the players is being penalized for wanting something different.

Well you see what I want to know is if your in a dwarf blacksmith shop. Because unless your in a big trade hub city, I dont really see a village blacksmith even knowing about these much less having one. You kinda see my point. If your playing or using things that are exclusive, dont expect them to be everywhere like a common item. Swords are common weapons but other weapons are not so common. So if your using something that is beyond the norm then expect to suffer the drawbacks of it as well. Thats why its best to make your PC relate to the setting. I will even give you a example, I am not going to walk into a village or town blacksmith and ask for a flutter blade or pincer staff much less a magical one. I can understand having some magical weapons but I dont expect them to have any magical weapon that "you need". You get where I am going with this. If everything went your way it would not be much of logical world and would not be that fine.

Well the point is the setting is not there to give you everything you want and to make sure you win. Why play something thats easy and you know you will always win. Victory is nothing without the real chance of defeat. But maybe thats just how I like it lol
 

I don't think I necessarily agree with you, Foxworthy-- I do to a point, as in you shouldn't be unfair to the PC's, I agree with that... But very often you get PC "abusers", mostly the min/maxers and power-gamers. And they usually always want the BEST item possible-- i.e. the most powerful, the most damage for the cheapest price, or the item that will compliment them perfectly and stack with everything else they have, etc. etc. I don't think you should spoil the PC's, cuz if you give them an inch they will take a mile... You don't always get what you want, especially as easy as walking into a store and grabbing it off the shelf. A +1 longsword might readily be available, but make the PC's work a bit more if they want something exotic like a Keen Katana or Adamantine Urgosh. That's what makes it exotic, a little more special, and more rare. Have the PC's use diplomacy/gather information or something to discover the location or name of a merchant who has recently come from Kara-Tur, for example, and might have that Keen Katana that the PC is drooling over... or know where they can find one! Use your imagination, have fun with it, but don't give them unlimited access on a silver platter.

I do tailor things on occasion though, especially if the PC's deserve it, or if they have a cleric with Weapon Focus for the deity's chosen weapon, for example. Maybe that magic sword at the end of a dungeon is instead a magical great-axe or magical staff... I do not intentionally give the PC's mostly "unusable" items, that leads to frustration which doesn't lead to a good time...

Of course the system assumes that the PC's have gear, but that doesn't mean they get everything customed and tailored. I have found that a PC with total choice over his/her items is going to be much more powerful than the PC with random items found on adventures and having to have sold some items because they didn't all happen to be "perfect". I think the RAW assumes more of the latter, with a bit of randomness thrown in, and of course common items being more prolific...

Of course, as I have said before, use what works for your gaming group... We had a DM that let us choose and customize our items, and we plowed through so many average encounters so easily the DM had to start throwing deadly encounters at us just to have a challenge...
 

I don't think it should be about walking into a shop and finding every item ever created there on a shelf.

I feel players should be able to walk into the shop and find the item "they want".
Those two comments seem to contradict each other in terms of game-play. If the shop has the items the players want, they may as well have every item available; as the players will only buy the ones they want anyhow...

Getting the best items should be a challenge. Saying 'you can have what you want' is similar (in a loose way) to letting the players not die when they reach -10 hipoints (even if you invent a fancy excuse). You're catering to the desires of the players in bending the rules/realism of the game.

If the players find a sparce village next to a well that can support only 30 people; the village has no weaponsmith or magic user. They should not be able to buy any potion or magical weapon from the local shop. There might be some, due to trade, but overall, they're just not going to have certain types of items.

The more I think about it, creating a system whereby players can choose the items they buy from a list of all items, feels like a digression back to the 'cowboys and indians' school-yard game. It's all in the effort of keeping players happy and the workload of DMs light.

But after my half-rant.. it does come down to the DM :P I've got no problem with others playing the game the way they want. I'll put forward my views on what's appropriate, but at the end of the day, each person will decide for themselves.
 
Last edited:

I don't even have magic item shops in our campaign...and I'm even running a 3.5 Planescape campaign :lol:

I've just always hated the idea of a magic item shop. I won't go into all the many reasons why, but the main reason is that it just makes magic items mundane & not very special. For me, part of the enjoyment I get from DMing is seeing the surprise and excitement on a players face when they find a cool magic item that they didn't expect to find.

I do have alchemists in cities & towns that will make them potions. Churches will make divine scrolls & wizards will make arcane scrolls. If a player wants a specific item, they have to have a good reason for why their PC would even know that item exists (reading about it in the DMG does not mean the PC would know about it or even think about it's possible existence). If they have a good reason, they can ask around and try to locate one for sale or pay someone to make it.

A +1 item would be a bit easier to obtain this way, but anything else will be hard to find & cost a lot more than what the DMG says. Again, for me, it's metagaming if a player argues about the price difference just because he read that it's cheaper in the DMG. My campaign doesn't have Ebay or the Magic Item Price Guide for PCs to refer to for magic item values :p

Oh, I do have 1 magic item shop, in Sigil. Akin the Friendly Fiend's shop. But he's used for roleplaying & a source for item IDing. All of his items are almost useless, and meant to be comedy relief. PCs like to look at his goods, but they usually don't want to spend money on any of it.
 

I don't even have magic item shops in our campaign...and I'm even running a 3.5 Planescape campaign :lol:

I do have alchemists in cities & towns that will make them potions. Churches will make divine scrolls & wizards will make arcane scrolls. If a player wants a specific item, they have to have a good reason for why their PC would even know that item exists (reading about it in the DMG does not mean the PC would know about it or even think about it's possible existence). If they have a good reason, they can ask around and try to locate one for sale or pay someone to make it.

A +1 item would be a bit easier to obtain this way, but anything else will be hard to find & cost a lot more than what the DMG says. Again, for me, it's metagaming if a player argues about the price difference just because he read that it's cheaper in the DMG. My campaign doesn't have Ebay or the Magic Item Price Guide for PCs to refer to for magic item values :p

Oh, I do have 1 magic item shop, in Sigil. Akin the Friendly Fiend's shop. But he's used for roleplaying & a source for item IDing. All of his items are almost useless, and meant to be comedy relief. PCs like to look at his goods, but they usually don't want to spend money on any of it.


Wow, harsh!! Well maybe throw 'em a bone every once in a while! Especially in Planescape!! But I TOTALLY agree with you about PC's not necessarily knowing about items... A Power Gamer I used to game with would ALWAYS try to justify why his PC would order VERY specific items, like an "acid bow" for example... ("Well, I'm sure I have heard of other kinds of magic bows, so I should be able to imagine that there are acid bows...") Yeah, needless to say that the Power Gamer wanted the acid bow because (total meta-gaming) more monsters are immune to fire, cold, and/or electricity... Maybe with pretty high Knowledge Arcana rolls, or if he/she had actually seen one in use...
 

Remove ads

Top