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Items in shop; everything or a limited selection?
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<blockquote data-quote="DarkelvenSFi" data-source="post: 4802471" data-attributes="member: 82911"><p>How about you turn it about and suggest that your players should take feats in magic item creation to create items (and spend XP) for everyone else in the game... if they get upset about the suggestion, then maybe you'll have taken one step in understanding why it's unreasonable to expect that the PCs be able to have any item they want created by the next available shop merchant; it requires adventurers to make them - adventurers that have taken item creation feats over more beneficial ones.</p><p></p><p>You're question then comes down to the sort of world you're working in. Is there a vast number of ex-adventurers who have the ability to craft magic items? If 'yes', then it may be realistic to ask that PCs have any item available.. but keep in mind that these retirees are expending XP to continually make items, and they themselves should be limited in the number of magic items they know about.</p><p></p><p>Oddly, I get a mental image of a hive workshop where all ex-adventurers go; their life after adventuring is making magic items for the new round of adventurers <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>But back to our example; you're in a world that has say 5 nearby cities. Two of these are quite large. Your PCs are after a specific and powerful sword. Out of these cities, only four have information on the swords, two have a series of people that <em>could </em>create them. But only one is not too busy with other things; and then he charges so much (for a good job) that it may be better waiting. So your PCs have to firstly be in a city with details of the sword, find these details, find a name, hope it's the right one, and then find the person (maybe in a different city; who's circumstances might have changed by the time the PCs got there).</p><p></p><p>Is this the sort of system you're implementing with letting PCs have any item?</p><p></p><p>Maybe you're starting to see why it's unrealistic to suggest that the PCs have access to every magic item in the books. You may be ready to accept that the PCs don't know of every item available, but you've not made the next step in assuming that the rest of the town/realm/world doesn't know either.</p><p></p><p>I think this really comes down to the system. I see little difference between having a shop that sells everything and a shop that makes items on order. If you allow one, then you're just that bare step away from offering the other. Both seem unrealistic for different reasons.</p><p></p><p>But as always... that's just me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="DarkelvenSFi, post: 4802471, member: 82911"] How about you turn it about and suggest that your players should take feats in magic item creation to create items (and spend XP) for everyone else in the game... if they get upset about the suggestion, then maybe you'll have taken one step in understanding why it's unreasonable to expect that the PCs be able to have any item they want created by the next available shop merchant; it requires adventurers to make them - adventurers that have taken item creation feats over more beneficial ones. You're question then comes down to the sort of world you're working in. Is there a vast number of ex-adventurers who have the ability to craft magic items? If 'yes', then it may be realistic to ask that PCs have any item available.. but keep in mind that these retirees are expending XP to continually make items, and they themselves should be limited in the number of magic items they know about. Oddly, I get a mental image of a hive workshop where all ex-adventurers go; their life after adventuring is making magic items for the new round of adventurers :P But back to our example; you're in a world that has say 5 nearby cities. Two of these are quite large. Your PCs are after a specific and powerful sword. Out of these cities, only four have information on the swords, two have a series of people that [I]could [/I]create them. But only one is not too busy with other things; and then he charges so much (for a good job) that it may be better waiting. So your PCs have to firstly be in a city with details of the sword, find these details, find a name, hope it's the right one, and then find the person (maybe in a different city; who's circumstances might have changed by the time the PCs got there). Is this the sort of system you're implementing with letting PCs have any item? Maybe you're starting to see why it's unrealistic to suggest that the PCs have access to every magic item in the books. You may be ready to accept that the PCs don't know of every item available, but you've not made the next step in assuming that the rest of the town/realm/world doesn't know either. I think this really comes down to the system. I see little difference between having a shop that sells everything and a shop that makes items on order. If you allow one, then you're just that bare step away from offering the other. Both seem unrealistic for different reasons. But as always... that's just me :D [/QUOTE]
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