I'm going to quote about 5 or 6 posts here, so I apologize up front for the length. I'll try to be brief (and interesting), relatively speaking.
Cool has an expiration date. If you don't get that +1 Holy Keen Mercurial Longsword of Quickness into that fighter's hands right now, odds are it will be too late. The fighter will get turned to stone, or decide to take some levels in monk, or the player will decide it's just not that cool any more.
I've been in campaigns where I wanted things that the DM stifled or undermined, and I agree that it sucks. However, these things
must involve some give & take. What a player thinks is cool shouldn't be able to trump what a DM thinks is cool. Sometimes things run counter to the DM's game world; other times they fit perfectly. So if the DM won't give out a "Holy Keen Mercurial Longsword" right away, to me that's fine. If it's not fine for you, that's OK too -- I post not to counter your point, but more to note that there is no "right" way to have fun.
I've played in games where finding anything at all, required knowlege local checks or gather information checks. If I wanted to buy a horse I had to make 2 rolls...once for the horse and again for the tack/harness, thankfully we could find food without a roll. Shopping turned into 4 hour roll-a-thons and usually ended with the 10-15 item list I talked about earlier.
This may be a case where anecdote is not evidence. Other DMs may be much better at that than your DM was. I'd say I'm mediocre at this stuff at best, yet even I don't have 4 hour shop-a-thons, so I don't think you can tie that bad experience to what people are proposing in this thread.
I am sorry you had that unenjoyable gaming experience, however.
Well if you want to detail every shop to such a degree than more power to you. I haven't run across a 3.0/3.5 group that has thought they could rob a magic shop [though they did attempt to rob a bank, but that was in the adventure].
In my current campaign, the adventuring group is largely chaotic neutral in alignment. They have murdered each other, robbed NPCs, betrayed quest-givers, and yes, discussed (but not carried out) taking a "protect the caravan, protect the trade route" quest simply to easily coup-de-grace the merchants in their sleep and steal
everything.
And I am actually
fine with their play style, but it means that I have to be one of the guys in this thread who
does care about how magical items are acquired. The players
necessitate such thinking. I hope nobody would suggest I'm a sucky DM simply for coming up with a solution that works for all of us.
I've gone to the trouble of setting up a system that pre-generates shops, keepers, guards, etc dependent on the city size. I just roll up and save the details that I like.
This also helps with the campaign setting as the players don't get/have to look through a pile of books on magic items; they just take a look at what's on offer in the shop and buy it if they like it (and can afford it).
Yeah. My players would actually probably like
more of that. They have little interest in boring roll-to-see-if-it-exists scenarios, but they also have little interest in just pulling up to the magic item drive-thru. When I gave them the name "Xylas" and told them that he was the weapons-master in town who sold exotic weapons out of his home (the weapons actually adorning his walls, some from his adventures when he was younger) the players ate it up. They didn't find it stifling or annoying that they had to "uncover" the exotic weapons dealer. At least I don't think they were annoyed -- they were smiling, chatting up Xylas for quest info, and asked for him by name the next time they were in town. So I think there is room for our kind of thinking, DarkelvenSFi.
No one here has advocated "one true way" of buying magic items.
I think Oryan has the impression that some
have at least hinted that. I decided to post this long thing simply because I felt a bit of what Oryan probably felt (I'm guessing) and I wanted to drop in one more post to advocate his point of view. We geeks aren't the most socially agile group of people; sometimes we have to be advised to
bathe before going out to play D&D with friends. So it isn't far-fetched to suggest that some might have accidentally presented their point of view as the "one true way." I don't know who gave off that vibe because frankly I'm too lazy to go back and re-read it. That's probably for the best, as calling out a particular person most likely wouldn't keep the peace.
Logically though only the best magic items would be available because no one would logically invest their own XP to make the subpar choices.
And if logically only the best stuff is around then what harm is there letting players buy whatever they want?
It's a false assumption. Or at least, I don't see the logic that drives us to the conclusion that only the best stuff exists. It is hugely difficult & dangerous to make the best stuff, so it's rare, not common. We've all seen The Princess Bride. We all know what the six-fingered man did. If your job is to arm dangerous people, your life expectancy gets
shorter the
better you are at arming them. To deliberately participate in that danger requires a particularly brave individual who knows how to plan for contingencies. Or at least, that's my game world... if for no other reason than my players are the ones who will pillage the unwary.
Unless of course the DM has fun making the inventories, and/or the players have fun searching for items.
Yeah, that.