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Items in shop; everything or a limited selection?
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<blockquote data-quote="Foxworthy" data-source="post: 4803783" data-attributes="member: 80704"><p>The rules for community wealth means that no "magic shops" exit. Their isn't one store for the players to walk into and browse [Or case]. The rules on it state that using community wealth guidelines is abstracting the search for the items. The players may find the belt of strength they are looking for in the back of a curio shop while another PC finds some scrolls to buy off the old wizard done the block. WIth the MIC adding that if you need an item extremely quickly that Gather Info checks would be needed.</p><p></p><p>Since you have no store, you have no stock. Sure if the players are looking for a specific item they could rob the person who has it, but in order to get the stock of items in the town they'd need to rob the whole town of both magical and mundane items.</p><p></p><p>Which is far beyond being able to rob a single store, and if your players are robbing cities more power to them.</p><p></p><p></p><p></p><p>Well for arguments sake say the items you're looking for are available rather than any item is available. The difference is that the players get the items they are looking for, and the characters don't need to know the town had any other options.</p><p></p><p>I don't know why it feels like breaking the rules [assuming 3.5 ruleset] because the DMG rules support the idea that any item under the community wealth be available [with the caveat to make certain exceptions for times of rapid growth or extreme decline]. Though the MIC adds the further caveat that if want you can make an adventure about finding a particular magic item. if it with further the story to do so.</p><p></p><p>Now 2E and before I completely agree. The game was set up far differently when it came to players gaining magic items. The game was set up that wealth was the main reward for XP, where as in 3.5 gaining wealth was just a way to be able to compete against increasingly powerful enemies.</p><p></p><p></p><p></p><p>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].</p><p></p><p>As for being a bad thing, I don't play in your game so I wouldn't be able to judge. Personally for me it would be a bad thing because I see no reason to house rule away the DMG rules on players finding items in towns. To me that <em>feels</em> like I'd be breaking the rules to benefit the GM and spite the players.</p><p></p><p></p><p></p><p>Well they did that stuff all the time in 2E and 1E but they never even brought it up in 3.0/3.5 </p><p></p><p>I think that they understood that the items aren't coming from one shop but some could be coming from and old widow who's husband died from poison after an adventure and has been selling off his meager surplies to survive while another players +1 mithral chainshirt could have been found in the stores of the local barracks and the commander maybe willing to sell it to feed his own pockets.</p><p></p><p>And while both options could be expanded into adventures or stories in most cases it would be a simple side track that would just get in the way of the main plot(s) of the campaign.</p><p></p><p>Though it would work well in a more sandbox game.</p></blockquote><p></p>
[QUOTE="Foxworthy, post: 4803783, member: 80704"] The rules for community wealth means that no "magic shops" exit. Their isn't one store for the players to walk into and browse [Or case]. The rules on it state that using community wealth guidelines is abstracting the search for the items. The players may find the belt of strength they are looking for in the back of a curio shop while another PC finds some scrolls to buy off the old wizard done the block. WIth the MIC adding that if you need an item extremely quickly that Gather Info checks would be needed. Since you have no store, you have no stock. Sure if the players are looking for a specific item they could rob the person who has it, but in order to get the stock of items in the town they'd need to rob the whole town of both magical and mundane items. Which is far beyond being able to rob a single store, and if your players are robbing cities more power to them. Well for arguments sake say the items you're looking for are available rather than any item is available. The difference is that the players get the items they are looking for, and the characters don't need to know the town had any other options. I don't know why it feels like breaking the rules [assuming 3.5 ruleset] because the DMG rules support the idea that any item under the community wealth be available [with the caveat to make certain exceptions for times of rapid growth or extreme decline]. Though the MIC adds the further caveat that if want you can make an adventure about finding a particular magic item. if it with further the story to do so. Now 2E and before I completely agree. The game was set up far differently when it came to players gaining magic items. The game was set up that wealth was the main reward for XP, where as in 3.5 gaining wealth was just a way to be able to compete against increasingly powerful enemies. 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]. As for being a bad thing, I don't play in your game so I wouldn't be able to judge. Personally for me it would be a bad thing because I see no reason to house rule away the DMG rules on players finding items in towns. To me that [i]feels[/i] like I'd be breaking the rules to benefit the GM and spite the players. Well they did that stuff all the time in 2E and 1E but they never even brought it up in 3.0/3.5 I think that they understood that the items aren't coming from one shop but some could be coming from and old widow who's husband died from poison after an adventure and has been selling off his meager surplies to survive while another players +1 mithral chainshirt could have been found in the stores of the local barracks and the commander maybe willing to sell it to feed his own pockets. And while both options could be expanded into adventures or stories in most cases it would be a simple side track that would just get in the way of the main plot(s) of the campaign. Though it would work well in a more sandbox game. [/QUOTE]
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