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<blockquote data-quote="Amazing Mumford" data-source="post: 4801780" data-attributes="member: 33976"><p>I think I agree with the jist of DarkelvenSFi's point, there is a certain "realism" incorporated into any fantasy setting. This is in addition to the "suspension of disbelief" element in a setting... The combination of the two lend to the uniqueness of each setting-- Middle Earth, Forgotten Realms, Star Wars, Star Trek, the Marvel Universe, Shadowrun... each is fantasy, yet each has it's own "reality".</p><p> </p><p>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. Sure he/she might have several different kinds of swords, but why would they necessarily have an Orc Double-Axe or Large Masterwork Trident? When special and/or rare items become commonplace, they lose their "value". That's Economics 101 right there, simple supply and demand, as well as the Law of Diminishing Returns. I also don't think it's realistic that a player could open up the DMG/MIC etc. and go "shopping" for anything on the magic item list, even if the item is within the city's suggested gp limit. Of course a +1 sword is going to be more common than a <em>hammersphere</em> or <em>healing belt</em>, for example.</p><p> </p><p>Then again, it all depends on how the gaming group works... Some DM's don't have a problem with "magic item shopping", many gaming groups tend to be different so stick with what works. But at the same time, if you're the DM, you make the rules-- provided everyone has fun, of course! I like to give my PC's options, and try to keep it a little "realistic". Melvaunt on the Moonsea, for example, (Forgotten Realms campaign, if you hadn't guessed) is known for metalsmiths and weaponmakers, arms and armor. No mage's guilds, no wizard towers, very regulated marketplace. Magic is pretty rare there, but it's certainly a place to go for high-quality weapons and armor, and due to the high supply probably at a lower price than listed in the PH (Oh no, I used economics and reasoning to alter what the print says in a core rulebook!!) I also let the party's mage know, through role-playing and gathering information (Oh no, using soft skills!!) that there are several areas around the Moonsea that have Red Wizard Enclaves, but hint that the price of magic items there, while maybe at a discount, may be more costly than the player's realize... You are dealing with evil Thayans, after all..... And also not far is the town of Hillsfar, while not being a very friendly place has (quoted from Moonsea) </p><p> </p><p>There certainly is realism built into the Forgotten Realms, if not other settings...</p></blockquote><p></p>
[QUOTE="Amazing Mumford, post: 4801780, member: 33976"] I think I agree with the jist of DarkelvenSFi's point, there is a certain "realism" incorporated into any fantasy setting. This is in addition to the "suspension of disbelief" element in a setting... The combination of the two lend to the uniqueness of each setting-- Middle Earth, Forgotten Realms, Star Wars, Star Trek, the Marvel Universe, Shadowrun... each is fantasy, yet each has it's own "reality". 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. Sure he/she might have several different kinds of swords, but why would they necessarily have an Orc Double-Axe or Large Masterwork Trident? When special and/or rare items become commonplace, they lose their "value". That's Economics 101 right there, simple supply and demand, as well as the Law of Diminishing Returns. I also don't think it's realistic that a player could open up the DMG/MIC etc. and go "shopping" for anything on the magic item list, even if the item is within the city's suggested gp limit. Of course a +1 sword is going to be more common than a [I]hammersphere[/I] or [I]healing belt[/I], for example. Then again, it all depends on how the gaming group works... Some DM's don't have a problem with "magic item shopping", many gaming groups tend to be different so stick with what works. But at the same time, if you're the DM, you make the rules-- provided everyone has fun, of course! I like to give my PC's options, and try to keep it a little "realistic". Melvaunt on the Moonsea, for example, (Forgotten Realms campaign, if you hadn't guessed) is known for metalsmiths and weaponmakers, arms and armor. No mage's guilds, no wizard towers, very regulated marketplace. Magic is pretty rare there, but it's certainly a place to go for high-quality weapons and armor, and due to the high supply probably at a lower price than listed in the PH (Oh no, I used economics and reasoning to alter what the print says in a core rulebook!!) I also let the party's mage know, through role-playing and gathering information (Oh no, using soft skills!!) that there are several areas around the Moonsea that have Red Wizard Enclaves, but hint that the price of magic items there, while maybe at a discount, may be more costly than the player's realize... You are dealing with evil Thayans, after all..... And also not far is the town of Hillsfar, while not being a very friendly place has (quoted from Moonsea) There certainly is realism built into the Forgotten Realms, if not other settings... [/QUOTE]
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