Uller
Adventurer
I've heard this one before, and it's fine on the surface - but collapses when exposed to any sort of in-setting logic.
Without going into great deatil (I've done this elsewhere in other threads), the short form is that unless your PCs are the only active PC-like adventurers in the setting* there's going to be other parties out there occasionally finding magic items...and not always will they be of use. Similarly, your own PCs are likely to find items over time that they can't or won't use, and want to part with. Trade between said parties in these items is the logical and expected outcome here; which will result in perceived item values being compared against each other and - eventually - to some sort of agreed-upon default value system coming into place**.
* - and if they are, where do any replacement PCs come from and how did they earn their xp and-or (particularly magic - where did that come from) wealth?
** - and unless your PCs are the first adventurers the setting has seen, these steps will have long since already taken place
"No need to" ends the moment one of your PCs tries to sell (or even give away!) a magic item.
Lanefan
I agree...If an NPCs can hire the PCs to go find the fabled "Blade of Mysteries" for 5000 gp or in exchange for some favor that is the NPC effectively buying a magic item. If an NPC can do it, the PCs can do it and that means there is a market for it. You don't need a magic Walmart....but downtime and the scads of wealth PCs tend to end up with are two good resources the PCs should be able to use to gain limited access to magic items in a world where they exist and can be made or acquired through adventuring/scavenging.