Azgulor said:By the way, the heist scenario happened in two separate campaigns with different players. Given the habits of adventurers, it's pretty easy for them to conclude, it's a low-med risk for high reward.
Not an issue in my campaign so far, since I've mostly had good parties, and the one magic shop is a town ruled by LG folks.
So what would happen if an evil or neutral party tried to steal from my 2nd-4th level sorcerer with his potions and +1-+2 type items? They'd achieve the robbery, but I'd feel the need as a DM to change the risk-reward ratio from just bumping off the sorcerer to something much more . . . . appropriate.
This sorcerer has been helping the local rulers with their magic needs in wartime. And helping several adventuring parties . . . and is a member of the magic guild. Perhaps not just a local guild, but one spanning many cities.
So, the magic guild magically detects "whodunnit", and hires a party to go after the party (takes a thief to catch a thief). Plus, the local government gives all aid it can to the magic guild, perhaps arresting the PC's the time they try to enter a walled town. And some of the magic dealer's friends -- perhaps a party 4 levels higher than the PC's -- are unhappy with what happened, especially with that +2 platemail that they owned and were selling on commission going missing.
All told, the PC's are in a world of hurt, in a situation like when "The Blues Brothers" have an angry country band, the Illinois Nazi Party, and several hundred members of "the Illinois law enforcement community" on their tails, with the all points bulletin being: "Unnecessary violence in the apprehension of Jake and Elwood Blues . . . has been approved." Sounds like fun to DM!
DMing PC actions into "game world consequences" is a whole lot more fun and "educational" than saying "you can't do that in my game 'cause I said so".