Magic for sale?

For the most part, do you allow PCs to purchase magic items?

  • Absolutely. So long as the city is large enough for an item of that price, it's available, no matter

    Votes: 18 11.5%
  • Most of the time. I restrict some of the most powerful/rare items, but most magic items can be purch

    Votes: 74 47.4%
  • Only a little. They can probably find a few scrolls and potions to buy, but that's it.

    Votes: 48 30.8%
  • Not at all. Having magic items "for sale" doesn't feel right to me. They want it, they can quest for

    Votes: 16 10.3%

hong said:
Clearly, DMs who refuse to let PCs buy items are often poor DMs who have bought the cliche standard fantasy tropes hook, line, and sinker, and don't want to or are uncomfortable going outside the confines of what they know. They also tend to be plot-nazis, and have VERY one-dimensional worlds with extremely linear adventures that the PCs are herded through. BORING!!!


Hong "here endeth the flashback" Ooi
No fair Hong! You can't just go through this board requoting what other people have said!

Okay, you can...

In fact, you do...

Hmmmm.... I'll leave now, shall I?
 

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Mouseferatu said:
I've actually found that most players aren't willing to spend the XP to create more than a few items here and there. But maybe that' just my group...

Mine's been that way, too. But, then, they haven't actually had the time to do more than create a few potions and scrolls...

hunter1828
 

Buy, yes. But you have to have it custom made, which it takes time. 'We'll be able to get to that in a couple of weeks, maybe a month.'

And the magic weapons crafters are in cahoots with the weaponsmiths... 'Sorry, we can't magic your masterworked longsword... It doesn't have the marks of a licensed guild smith. You will have to buy a new one.'

And if they want to sell magic items they need to be in the guild and pay dues. 'We understand that you've been selling magic weapons without a license.... It's too bad about the fire that's about to destroy your smithy, ain't it...'

The Auld Grump, glad that they actually have rules for item creation this time around...
 

I voted No. Not at all. But this wouldn't be entirely accurate. I have, on a couple of occasions, presented a player character with the opportunity to purchase an item that some merchant or another has procured and wishes to be rid of... or wishes to cash in on. I do prefer a 'low-magic' approach... but it wouldn't be accurate to describe all of my campaigns as such. Regardless, I prefer to keep a tight reign on access to magic items in my game... primarily because I want my players to value such things. Interestingly enough, most of my players don't tend to construct anything magical - beyond the occasional potion or scroll - until they get to a decently high level and feel like spending the XP. Of course, I tend to run very 'story driven' games in which the PC's rarely feel like they can spare the time to craft a magic item. :)
 

I allow some trading and the purchase of an occasional potion. I have some restrictions on arcane spell-casting as well. The intention is to create a less magic intense world and it works - so far. One player complaint I do receive is that they no longer care about $. However, I have a plan to change that attitude.
 


There are few shops brazen enough to carry magic items in my game. A person wanting to buy an magic item can ask [ and tip] around in the 'right circles' to buy an item they looking for. after a few sucsessful Cha bassed checks, the may be made aware of someone selling the item they seek. The selling and intrested parties then meet, prove the item and exchanges goods coins and services. Those who want to sell an item need to do similar things.
 

I always found the magical economy of 1e and 2e absurd. The party fights a patrol from Zhentil Keep or the leader of the mercenary band and ends up with a bunch of magical loot. There's a +1 battle axe (that nobody's proficient with--the fighter blew all of his proficiencies on longsword, weapon specialization, two weapon fighting, and longbow proficiencies), a +2 chain mail (the fighter and cleric have plate mail already--and that's better), a +1 shield (did I mention that everyone is using Two Weapon Fighting?), and a bunch of scrolls. So what does the party do?

They go into town and sell the items they won't use (chain mail, battle axe, shield) of course. There's a convenient gp value listed in the DMG to let you know how much the 50% value that PCs get for selling items is. Then they use the gold for training, castles, horses, etc.

But if the PCs looted an ogre's horde and fount lots of gold but have no magic, can they ever find anyone doing what they'll be doing in a couple of levels? Of course not. You can't buy magic items silly; you can only sell them.

But take a different tack. Suppose a PC establishes a stronghold and attracts his nifty followers. Now he's got a bunch of drow equipment that he stores in the basement and uses to equip the night patrols so they're set. But what about the day patrols. If they run into gargoyles, they're hooped. So he wants to get them some magic swords and a few scrolls for just in case. It can't be that hard--after all the Zhentarim do it. But lo and behold, what is obviously possible for NPCs requires PCs to forge the blade from meteoric iron and crushed dragon bone in the fires of hell, quench it in the river styx. And the scrolls? Mark off two years and find howler quills, medusa blood, and harpy skin to write it. And if you're still alive you'll get your scroll of fireball.

After noting that greatswords and shields were both actually worth using and that there's now a workable system for doing something outher than killing people, the first change I noticed in 3.0 was "hey, now PCs can make magic items too. It's about time!" And when I found that there were rules for buying items, I was glad to see that covered. Finally, someone other than the PCs was selling items they couldn't use instead of hording them in the basement or using them for fenceposts.

All that said, I don't like the degree to which some people have taken buying items. "A merchant shows up with a cart full of magic items--what do you want to buy? He's got it all." That rather takes the fun out of it. However, visiting the wizard's guild and finding an apprentice hawking scrolls of detect magic to cover his tuition and a journeyman who'll enchant a cloak to +1 in return for money to buy a library, going to the temple and offering 5 bulls and pounds of incense (as well as a large donation of gold) for the priest's use in the ceremony that adds the Holy ability to your sword, or visiting the seamy side of town and talking to someone who can "aquire anything you want... for a price" add to the game immensely.
 

My main problem with buying magic items is it takes all the interest and fun out of the item in the process. The items in my campaign all have a history, a reason for being created, and some interesting background or quirks surrounding them. Buying a generic magic item in a shop or having it commissioned seems so, well...dull. Where is the fun, mystery, and excitement in that? I guarantee it is more exciting and memorable for a character to uncover the lost Crown of Agleros in the hoard of a dragon, than to buy it from the local wizards guild. Buying magic items just seems to me like its continuing the video game and power-ups trend D&D has become more afflicted with since 3E.
 

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