Mouseferatu
Hero
In my thread about what people miss from older editions, one of the responses was:
That sort of surprised me, honestly. Sure, giving out gobs of treasure breaks the game--if you feel beholded to allow the PCs to go out and buy magic items.
Maybe it's just me, since I tend to run games that are slightly lower-magic than normal, but I have never run a campaign where a PC can just go out and buy a magic sword or bracers of armor, and only sometimes do my campaigns even have places where you can buy potions and low-level scrolls.
To my mind, while it works in some specific settings, for the most the ability to walk out and buy magic is bad for the campaign. There's far more story potential in "Oh, crap, there's a powerful demon loose in the city, and only holy weapons can injure him. We need to quest for a holy sword!" than there is in "Oh, crap, there's a powerful demon loose in the city, and only holy weapons can injure him. Let's hop on down to Haste-Y Mart and pick up a Holy Avenger."
(Yes, I'm exagerating. I know this.)
Seriously, I'm not saying the other way is wrong--I'm not about telling people they're not "playing right"--but it certainly doesn't appeal to me personally.
So which is it? Do you restrict the amount of magic that can be purchased or gained without real effort? Or do you go entirely by prices and the rules for what's available in a city of a given size?
(Again, I realize it may change campaign by campaign. I'm asking for how you feel with most of your campaigns, not for an iron-clad, no-exceptions rule.)
the ability to give out huge piles of wealth to players without breaking the game.
That sort of surprised me, honestly. Sure, giving out gobs of treasure breaks the game--if you feel beholded to allow the PCs to go out and buy magic items.
Maybe it's just me, since I tend to run games that are slightly lower-magic than normal, but I have never run a campaign where a PC can just go out and buy a magic sword or bracers of armor, and only sometimes do my campaigns even have places where you can buy potions and low-level scrolls.
To my mind, while it works in some specific settings, for the most the ability to walk out and buy magic is bad for the campaign. There's far more story potential in "Oh, crap, there's a powerful demon loose in the city, and only holy weapons can injure him. We need to quest for a holy sword!" than there is in "Oh, crap, there's a powerful demon loose in the city, and only holy weapons can injure him. Let's hop on down to Haste-Y Mart and pick up a Holy Avenger."
(Yes, I'm exagerating. I know this.)

Seriously, I'm not saying the other way is wrong--I'm not about telling people they're not "playing right"--but it certainly doesn't appeal to me personally.
So which is it? Do you restrict the amount of magic that can be purchased or gained without real effort? Or do you go entirely by prices and the rules for what's available in a city of a given size?
(Again, I realize it may change campaign by campaign. I'm asking for how you feel with most of your campaigns, not for an iron-clad, no-exceptions rule.)
Last edited: