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<blockquote data-quote="Quasqueton" data-source="post: 1196038" data-attributes="member: 3854"><p>I've played the various incarnations of (A)D&D for over 20 years. I have a large collection of the old/classic modules. The amount of magic items in the various modules are staggering. In all editions of (A)D&D, magic has never been wonderous and rare -- by the books. Some DMs (myself included) restricted and crossed out many magic items from the core material so that magic became wonderous and rare. But by the core "setting", they were pretty damn common.</p><p></p><p>I have seen character sheets with an extra page listing all the magic items the character has collected over a dozen levels. Multiple +1 swords, axes, and shields. Dozens of extra potions and scrolls. Etc. These items ended up stored in castles, banks, portable holes, etc. This was a natural by product of playing (A)D&D right out of the books.</p><p></p><p>I'm glad that the latest version of the game has accepted the "reality" of the core settings, and wrote in guidelines for creating and selling and buying magic items. It only makes sense.</p><p></p><p>I now allow the purchase and trade of magic items. There are no shops with magic items on shelves, but there are many brokers and contacts who can find an item, or can set up a commission for an item. A +1 sword is not all that amazing. It is just a specially-made tool.</p><p></p><p>As DM, I would rather "give" the PCs cash to spend on items they want and need, than to "give" them the magic items *I* want them to have. Let the character build up and develop as the Player wants and envisions -- not as the DM envisions.</p><p></p><p>But, I do have unusual items in my world that are wonderous and rare. Things made well before the current almost industrialization of magic, and found in ancient caches. Things that don't follow the construction patterns and rules. Things that even mages with the craft wonderous item feat are impressed with. That is where the PCs find awe and wonder with magic (in theory).</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1196038, member: 3854"] I've played the various incarnations of (A)D&D for over 20 years. I have a large collection of the old/classic modules. The amount of magic items in the various modules are staggering. In all editions of (A)D&D, magic has never been wonderous and rare -- by the books. Some DMs (myself included) restricted and crossed out many magic items from the core material so that magic became wonderous and rare. But by the core "setting", they were pretty damn common. I have seen character sheets with an extra page listing all the magic items the character has collected over a dozen levels. Multiple +1 swords, axes, and shields. Dozens of extra potions and scrolls. Etc. These items ended up stored in castles, banks, portable holes, etc. This was a natural by product of playing (A)D&D right out of the books. I'm glad that the latest version of the game has accepted the "reality" of the core settings, and wrote in guidelines for creating and selling and buying magic items. It only makes sense. I now allow the purchase and trade of magic items. There are no shops with magic items on shelves, but there are many brokers and contacts who can find an item, or can set up a commission for an item. A +1 sword is not all that amazing. It is just a specially-made tool. As DM, I would rather "give" the PCs cash to spend on items they want and need, than to "give" them the magic items *I* want them to have. Let the character build up and develop as the Player wants and envisions -- not as the DM envisions. But, I do have unusual items in my world that are wonderous and rare. Things made well before the current almost industrialization of magic, and found in ancient caches. Things that don't follow the construction patterns and rules. Things that even mages with the craft wonderous item feat are impressed with. That is where the PCs find awe and wonder with magic (in theory). Quasqueton [/QUOTE]
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