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Levels 1-4 are "Training Wheels?"
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<blockquote data-quote="Lyxen" data-source="post: 8517734" data-attributes="member: 7032025"><p>Exactly how big are these places in your campaigns ? For me, if there are 20 people at a given time, it's a good day, so you will at best, in large cities, find 1-2 persons who have magic items, so the probability that they have anything to trade and which would be of interest to you is extremely small.</p><p></p><p></p><p></p><p>We just don't seem to meet them often, I guess it's all down to campaign preferences.</p><p></p><p></p><p></p><p>All of that seems really nice and still fairly low level, how does this foster magic item trade? I agree that at higher levels, our adventuring groups have usually many contacts, some with powerful organisations, some of them high level, but somehow magic item trade never comes on the table. Items are private, have a history of being found and used, and not easily parted with.</p><p></p><p>Moreover, another factor is that in 5e, a lot of items are usable by a lot of people in the party, because there are almost no generic "plusses" items. There might be a few magic weapons, but for example in Avernus, the party still has a use for those that have been found.</p><p></p><p></p><p></p><p>I'll try to have a look, although my reading queue is quite full.</p><p></p><p></p><p></p><p>Temples probably, Guilds I'm not so sure, and who maintains defenses that are strong enough to deter theft, even admitting that trading item is something they do. I rather imagine temples in particular, but also guilds, hoading items secretely for their champions and not advertising that they have a huge wealth in items ready to be stolen.</p><p></p><p></p><p></p><p>As long as having arcanist create items, I'd rather them not be artificers, it's a PC class, and I don't need that for my NPCs who could create items.</p><p></p><p></p><p></p><p>We dropped that AD&D thing a while ago, and although some items are lost, I think everyone likes 5e where your treasured few items are not being destroyed every time you miss a save.</p><p></p><p></p><p></p><p>As mentioned, that kind of thing is sort of OK, it's just tightly controlled, and in most campaigns, adventurers don't have time to wait a few months for commissions anyway.</p><p></p><p></p><p></p><p>Same for me, but it's still only the non-hereditary...</p><p></p><p></p><p></p><p>As artificers did not exist, I don't think it was the case. 3e did a huge try of assigning monetary value to specific properties, and it sort of worked, and it was linked to the creation cost, but it was the other way around for what you described, it was usability, translated into price, then into creation price.</p><p></p><p></p><p></p><p>Realism is very relative. Playing with a higher level of abstraction is not less realistic, this is what I do at my job every day. And when I'm level 12 with thousands of gold, paying a few coppers for a meal might be realistic, but it's also extremely boring compared to having adventures, which are very unrealistic anyway. They can show a lot of verisimilitude to the genre, though, where you don't see Rand al'Thor worrying about the inventory of his pockets except in significant story-defining moments...</p><p></p><p></p><p></p><p>Downtime is usually boring too, you know, it's "down". <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lyxen, post: 8517734, member: 7032025"] Exactly how big are these places in your campaigns ? For me, if there are 20 people at a given time, it's a good day, so you will at best, in large cities, find 1-2 persons who have magic items, so the probability that they have anything to trade and which would be of interest to you is extremely small. We just don't seem to meet them often, I guess it's all down to campaign preferences. All of that seems really nice and still fairly low level, how does this foster magic item trade? I agree that at higher levels, our adventuring groups have usually many contacts, some with powerful organisations, some of them high level, but somehow magic item trade never comes on the table. Items are private, have a history of being found and used, and not easily parted with. Moreover, another factor is that in 5e, a lot of items are usable by a lot of people in the party, because there are almost no generic "plusses" items. There might be a few magic weapons, but for example in Avernus, the party still has a use for those that have been found. I'll try to have a look, although my reading queue is quite full. Temples probably, Guilds I'm not so sure, and who maintains defenses that are strong enough to deter theft, even admitting that trading item is something they do. I rather imagine temples in particular, but also guilds, hoading items secretely for their champions and not advertising that they have a huge wealth in items ready to be stolen. As long as having arcanist create items, I'd rather them not be artificers, it's a PC class, and I don't need that for my NPCs who could create items. We dropped that AD&D thing a while ago, and although some items are lost, I think everyone likes 5e where your treasured few items are not being destroyed every time you miss a save. As mentioned, that kind of thing is sort of OK, it's just tightly controlled, and in most campaigns, adventurers don't have time to wait a few months for commissions anyway. Same for me, but it's still only the non-hereditary... As artificers did not exist, I don't think it was the case. 3e did a huge try of assigning monetary value to specific properties, and it sort of worked, and it was linked to the creation cost, but it was the other way around for what you described, it was usability, translated into price, then into creation price. Realism is very relative. Playing with a higher level of abstraction is not less realistic, this is what I do at my job every day. And when I'm level 12 with thousands of gold, paying a few coppers for a meal might be realistic, but it's also extremely boring compared to having adventures, which are very unrealistic anyway. They can show a lot of verisimilitude to the genre, though, where you don't see Rand al'Thor worrying about the inventory of his pockets except in significant story-defining moments... Downtime is usually boring too, you know, it's "down". :) [/QUOTE]
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