Bloodstone Press
Explorer
In 1e and 2e, I ran very low magic campaigns. No magic shops at all, wizards persecuted at every turn, etc. Most 7th level characters were lucky to have a +1 weapon or more than 2 miscellaneous items. And I was considered the most "generous" DM in our group!
With the advent of 3e, a character's wealth (and magic items) became directly related to the game balance. Magic items are no long rare objects solely under the DM’s discretion to hand out, but are now necessities that characters have a “right” to own.
Now, I'll let players start the game with the assumption that they made, bought, stole, or were given their magic items. After the game starts, I usually try to give them at least one opportunity per 2 levels to visit a powerful church, organization of wizards, trader's guild, or whatever, where they can trade their items, gold, and services for new items. There is still no “magic shops.”
The amount of character wealth is, in my opinion, too high, but reducing it causes problems in other areas of the system. Without enough money, the characters can’t obtain the equipment they need to accomplish the “suitable” challenges that are set before them.
If we start a game at 7th level, the PCs come to the table with a LOT of magic items (IMO). After they gain about 2 levels, players often start telling me “I don’t have as much money/equipment as a 9th level character should.” My ears are deaf to that cry, but I can’t deny that they are clearly weaker than a “fresh” 9th level character, which is what CR 9 encounters are designed for.
Basically, I feel the whole power level of the game gets out of hand. I’m currently working on my home-brew to compensate for this. I’ve used a hybrid of the Modern and Fantasy rules to create a more realistic semi-magical setting but I still have a lot of work to do on it
As for creating magic items, I frequently play characters who create lots of items. The XP cost is probably too low. I am always surprised at how low it is. Of course, this is because my group usually has 2-3 near-overwhelming encounters per game (CR +3 or more). We get piles of XP after every session. If we played with more balanced encounters, XP wouldn’t be so abundant, advancement would be slower, and I’d be more reluctant to make items.
With the advent of 3e, a character's wealth (and magic items) became directly related to the game balance. Magic items are no long rare objects solely under the DM’s discretion to hand out, but are now necessities that characters have a “right” to own.
Now, I'll let players start the game with the assumption that they made, bought, stole, or were given their magic items. After the game starts, I usually try to give them at least one opportunity per 2 levels to visit a powerful church, organization of wizards, trader's guild, or whatever, where they can trade their items, gold, and services for new items. There is still no “magic shops.”
The amount of character wealth is, in my opinion, too high, but reducing it causes problems in other areas of the system. Without enough money, the characters can’t obtain the equipment they need to accomplish the “suitable” challenges that are set before them.
If we start a game at 7th level, the PCs come to the table with a LOT of magic items (IMO). After they gain about 2 levels, players often start telling me “I don’t have as much money/equipment as a 9th level character should.” My ears are deaf to that cry, but I can’t deny that they are clearly weaker than a “fresh” 9th level character, which is what CR 9 encounters are designed for.
Basically, I feel the whole power level of the game gets out of hand. I’m currently working on my home-brew to compensate for this. I’ve used a hybrid of the Modern and Fantasy rules to create a more realistic semi-magical setting but I still have a lot of work to do on it
As for creating magic items, I frequently play characters who create lots of items. The XP cost is probably too low. I am always surprised at how low it is. Of course, this is because my group usually has 2-3 near-overwhelming encounters per game (CR +3 or more). We get piles of XP after every session. If we played with more balanced encounters, XP wouldn’t be so abundant, advancement would be slower, and I’d be more reluctant to make items.