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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="Silverglass" data-source="post: 1193387" data-attributes="member: 14071"><p>I checked the mostly box because I don't allow "Magic Shops" as such, however I do allow the purchase/upgrade of items if there is the correct person available that can be contacted.</p><p></p><p>So a low-level wizard would sell scrolls, a temple would sell healing potions to the faithful and lesser wondrous items and arms and armour can be commissioned. The big stuff is much more difficult to buy, if not impossible, because a) the high level casters who can make them are very rare and b) they are often too busy to take a month or 2 out of their lives crafting an item for some stranger.</p><p></p><p>By removing the "you only get xp for killing stuff" rule 3rd Ed gives a slow but steady xp progression for NPCs because everyone faces some sort of challenge every year, whether it is the farmer chasing wolves away from his animals or the wizard seeing off the footpads who try and ambus him one night or the warrior who stands on the pallisade and fights of those orc raiders.</p><p></p><p>Surviving a year must be a challenge in a D&D world, although it probably is only CR 1/2 or CR 1 (thus limiting general NPC levels to 7th) but that means that NPC casters do have xp to spend and they need money to live. So getting a 5th level caster to enchant a +1 sword doesn't hurt them that much and gives them enough cash to live comfortably for a year and repair that hole in the roof or scribe that divination spell into their spellbook. </p><p></p><p>Removing the purchase of magic items completely requires a leap of logic that says that NPCs will not do the same things as PCs, which as a generalisation is very wrong as its almost impossible to justify a complete ban.</p><p></p><p>This approach that allows lesser items to be bought or commissioned is internally consistent with game logic in a normal or high magic world but still retains the challenges involved in gaining powerful items because that 18th level Wizard IS going to lay down some quests and tasks before he crafts you that +5 Holy Ghost Touch Greatsword of Speed that is going to going to interrupt his normal life for weeks on end, meaning that he is interrupting his spell research/unable to fulfill his obligation to accompany that diplomatic mission for the Duke etc etc</p></blockquote><p></p>
[QUOTE="Silverglass, post: 1193387, member: 14071"] I checked the mostly box because I don't allow "Magic Shops" as such, however I do allow the purchase/upgrade of items if there is the correct person available that can be contacted. So a low-level wizard would sell scrolls, a temple would sell healing potions to the faithful and lesser wondrous items and arms and armour can be commissioned. The big stuff is much more difficult to buy, if not impossible, because a) the high level casters who can make them are very rare and b) they are often too busy to take a month or 2 out of their lives crafting an item for some stranger. By removing the "you only get xp for killing stuff" rule 3rd Ed gives a slow but steady xp progression for NPCs because everyone faces some sort of challenge every year, whether it is the farmer chasing wolves away from his animals or the wizard seeing off the footpads who try and ambus him one night or the warrior who stands on the pallisade and fights of those orc raiders. Surviving a year must be a challenge in a D&D world, although it probably is only CR 1/2 or CR 1 (thus limiting general NPC levels to 7th) but that means that NPC casters do have xp to spend and they need money to live. So getting a 5th level caster to enchant a +1 sword doesn't hurt them that much and gives them enough cash to live comfortably for a year and repair that hole in the roof or scribe that divination spell into their spellbook. Removing the purchase of magic items completely requires a leap of logic that says that NPCs will not do the same things as PCs, which as a generalisation is very wrong as its almost impossible to justify a complete ban. This approach that allows lesser items to be bought or commissioned is internally consistent with game logic in a normal or high magic world but still retains the challenges involved in gaining powerful items because that 18th level Wizard IS going to lay down some quests and tasks before he crafts you that +5 Holy Ghost Touch Greatsword of Speed that is going to going to interrupt his normal life for weeks on end, meaning that he is interrupting his spell research/unable to fulfill his obligation to accompany that diplomatic mission for the Duke etc etc [/QUOTE]
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