reanjr
First Post
jeffh said:How do DMs who don't allow purchasing magic items explain why no market develops for them? That would take some pretty bizarre behaviour on the part of just about everyone with any wealth to speak of in the entire campaign world.
It depends on the campaign, but it's usually a mix of the following:
- sale of magical items incurs heavy taxation in the region where it is sold. This is to the point where most selling would be underground and thus hard to find for the players anyway.
- One must never ignore the expenditure of XPs. While the DMG puts a value an XP (25 gp I believe?), it never directly addresses the "XP Limit" of a city (as it does GP limit). One can pretty much take this how one sees fit. In my experience (and this is my personal feeling on the topic as well), few players are willing to routinely expend XP just to make some money. A DM could try to extrapolate an XP limit from the demographics, but it would be mostly hunches and gut instinct anyway, and would ultimately lead one to whatever conclusion one is looking for.
- Shady merchants dealing in fake or inaccurate magical wares. This is a great deterrence to buyers, thus limiting a market for sellers.
- The more a group of characters relies on magical items (especially at higher level) the more likely those items are going to be destroyed by some intelligent enemy with a penchant for Disjunctioning everything the players have. While this is only available to higher level people, it can help explain why there aren't a slew of old magic items lying around.
- Think of wizards as the military. Think of magic as guns. Now think of all the people around the world that are for gun control of private citizens. There may be groups that seek out and destroy magic items, whether this be a diorganized lot of people who snap any wand in half that they find, to entire subversive powerful organizations who routinely mug, rob, and steal magic items to keep them out of the hands of those who are not properly trained to use them (wizards).
- Law. In feudal society (the baseline for most any campaign I've seen, and most of my own), the ruler owns everything on his land. He has full legal right to simply take your magic items, wish you a good day, and put you in the dungeon if you resist. While many rulers might not choose to do this, a king recently finding himself at war against a greater power might take any offensive magic items, while another might like to keep the populace weak (see gun control above, where the organization might now work for the law). These types of things not only might reduce the number of magic items, but would also be a serious deterrent for someone to start advertising (however discreetly) that they are selling magical items.
I find Turanil's argument equally bizarre. I've never understood this "magic should be mysterious even to its practitioners" attitude. It's got no basis in historical beliefs about magic, the fiction these games are based on, mythology, folklore, nothing. As far as I can tell this utterly weird idea - which implies that no-one should be able to cast spells reliably, for one thing - was invented from whole cloth by gamers around 1980. It has zero basis in anything from before then or in anything from outside RPGs, period.
There's also no basis in using magic along the lines of Wish four times a day. Things have to be balanced somehow.