National Acrobat said:
Now, rule 1 is of course, the DM sets the rules..
No
Rule Nr1 Everyone is to`ve fun.
Followed by t
The Fair Judgement of the GM.
Storm Raven said:
I see it as a recognition of the reality that in any environment in which valuable items exist, a market will arise in which people buy and sell such items. History teaches us that valuable items will be bought and sold. No matter how "sacred" or "cool" the thing in question might seem to be, people will sell it if there are people willing to buy it. There is no persuasive reason for magic items to be an exception.
Amen, the silk road had this name fora reason.
Turanil said:
If you go to the magic shop with your big bag full of 50,000 gp or so to get a +5 stuff, this isn't magic anymore. This is the fantasy equivalent of a modern technological equipment. As such, IMO it loses all flavor of what magic is supposed to represent.
In D&D Magic is theequivalent of technology.
Hitokiri said:
DM's do have absolute power, it kinda comes with the title.
.
No, only Power GMs have them.
A good GM hold himself bond at the rules of the group.
Mallus said:
For example, if you're shooting for Tolkienesque epic fantasy, magic shops (and beholders) are right out....
If i´m shooting for Tolkienlike fantasy I wouldn`t use core D&D, also goes for Conan.
mmadsen said:
There are plenty of persuasve reasons for why you wouldn't have a magic shop -- and especially why you wouldn't have one conveniently nearby, that you could easily locate, that had what you were looking to buy sitting on a shelf.
Buying a powerful magic item is a bit like buying a man-portable F-22 built by da Vinci. It's a tremendously concentrated store of wealth (i.e., it's easy to steal), it's a potent weapon (i.e., the state expects to control it), very few people can create anything like it (there's no mass production), and very few people can legitimately afford to buy it (and know how to use it).
No, the "state" in standard D&D isn`t a modern state, where your right to own weapons etc is legallyrestricted.
It`s a "feudal" State where every knight owns heavy arms, and every freeman is expected often forced to´ve arms.
Where theprivacy ownership of warships(orat least warworthy) is more common than of the state or better king
fusangite said:
I'm guessing that the campaign world is the good old fashioned pseudo-medieval D&D world. If that's the case, the most important thing to realize is that in the pre-modern world, there aren't shops in the modern sense of the idea; anything expensive or worthwhile was commissioned. .
Knightly Plate armour was mass produced in the Rhineland and the Ruhr territorry,
Kings ordered weapnas and armour in the thousands for their troops
Now, I suppose the characters could go to a local temple or mages' guild to commission magic items for a special purpose. The people at that place would not only be selling very expensive materials in exchange for gold; they would also be selling their XP.
For special Items go better to the Alchemists/Thaumaturgists/Magesmith guilds, they are specialoced in making such items.
XP are an outgame Mechanic.
Wieland the smith forged Weaponsand armour(who protected better than rune magic), his own blade Mimung cut Hildegrim, the work of an dwarven Master Smith*, topieces.
*Thesame Smith Alberich forged also Nagelring, for which to harden thesmith seached in a dozen Kingdoms or so, to find the right water.
Heroes and Kings came to Wieland tolet him craft Weapons, Armour and maybe magic jewelry.