Purchasing Magic Items

First, I set a level limit based on the city. For example, a place like Sharn might have a variety of level 1-8 magic items.

Then I reserve the right to say 'it's not available' for certain items whose properties or powers are a little too extraordinary. Grasping longspears might be around, but transference hammers are not.

And then in cases I'm uncertain I assign a probability of availability and then roll a dice based on that probability. (i.e. 50% chance = call three numbers on a d6 and sell the item if they come up)
 

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At this moment, I can't think of any type of magic items I will stop players to buy. Even divine boons may be "purchased", say, by making enough donation to the church, offering some kind of sacrifice to the god, spend money and other resources to do appropriate ceremony and such.
 

Our basic rule is, every time a PC levels up, he can trade in his magic items and "upgrade" them, using the rules for making a higher-than 1st level PC. Fluff-wise, he's using the same gear - the mechanics just upgrade.

It's what works for me, because I hate trying to keep track of the PCs' gear (I always forget who needs the new armour upgrade, etc).

PCs in my games are allowed to pick from any WotC product, but no DRAGON material. Item Sets were disallowed, or, to be more precise, the bonus gained from having a set is not included. Boons, tattoos, or anything that grants a steady bonus without taking up a slot is also disallowed.

PCs cannot pick wondrous items using this method - those items are found during play. PCs are also unable to use treasure gained to purchase magic items.

There have also been a few "no, you can't have that" moments.

All in all, it's a decent compromise, and works as a stop-gap so I'm not stuck playing a game I really don't want to play (known as "PC accounting")
 

Well, if you stick close to the standard treasure parcels, they'll only be able to afford items their level and below, which really isn't going to cause problems.

This isn't totally true.

A single PC cannot afford an item of his own level until level 4 by saving his money.

But, a single PC can afford an item of his level plus one by level 8 by saving his money.

However, players have their PCs lend money to other PCs all of the time. With first level treasure, the PCs can pool their money and buy a level 3 item. As levels get higher, two or more PCs can pool their money to buy items many levels above the PCs. For example, pooling the entire party money acquired up to level 4 would enable the PCs to purchase a level 8 item.
 

I allow a little magic item buying, but I always decide what's available based on where the pcs are (population, local powerful item crafters, etc). The pcs are more likely to find magic arms and armor in a dwarven community, bows, wands or staves when hangin' with elves, the Peshan human culture in my game is likely to have magical scarves or veils (neck items) available, etc.

If a dude with a magic item for sale comes to a small town, it's a Big Deal.

How do I decide the actual items available? Fairly arbitrarily, although if the pcs are in a city and they look for something specific I'll usually decide on the % chance that the item in question is available and roll some dice.

On the other hand, I am very free with what items my pcs craft for themselves; I feel that (at least in 4e, my current game) treasure is a dm thing but item creation via rituals is a fine thing for players.
 

If you have a god of commerce/merchants/greed/yadda-yadda then what is the problem with selling boons?

It wouldnt really be any different than buying a potion or holy water from the church
 

Every 4 or 5 sessions the party comes across a magic-item store where they can buy everything from the CB, shipping and handling dealt with by epic level mercantile powers.

More often, they run into a merchant with a specific list of items that they can buy or even steal - and more importantly sell their items for a little higher than normal (25 - 40%).

I do track the "profit" from these sales "against" the parcel system, but I only use the parcel system as a speedometer of sorts as opposed to a hard rule.
 

I use the inherent bonus rules so I don't have to worry about making sure their weapons, armor and neck items are keeping up.

I use an excel sheet to remind me of who has what items and i choose items for them as we go (via parcels etc). In some cases, I let them choose, but even then they are not paying for them, it's counted towards a parcel, etc.

For example, they were about to journey into a swamp looking for a lost temple and an NPC who was going with them (funding the trip) told them he had a bunch of supplies... "Head over there and get what you need" (at which point I said, "pick one item each from the CB" etc). I did this instead of doling out treasure they might have found that time.

Otherwise, buying magic items is not possible in this and my last 4e campaign. In my next one, it will be possible, but not common.
 

I'd probably allow the core three: Armour, Weapon, Neck Slot Item.

I'd allow potions and alchemical items.

Maybe if there was a pair of boots, a belt, some gloves or armbands someone really had their heart set on then with my approval I'd let it fly.

For some reason though I wouldn't want them to be able to get the hands on some marvellous items, like the ebony fly for example, which is easy access to unlimited flight... I'd want that to be something special, they found somewhere memorable after playing out some memorable and heroic deeds.

Boons? How do you go about getting pelor's favour from a magic shop? No, no boons.
 

I realize this is not entirely on thread,
but My PCs just found an old, befuddled peddler at a crossroads who was willing to buy stuff at 1/3 price, and seemed to have anything requested from his bag of holding. One player bought a holy symbol of Astifraan level 2-3 to be specified later. Another player bought gauntlets of blood. They sold about half the stuff I though was clutter.

the peddler would have denied having boons or artifacts. (hey an on topic line!)

It was partially an excuse to winnow down the parties stack of excess magic items,
and partially because the party had traveled so far back in time that Astifraan had only ascended within the last decade. So he was trying to meet the mid-level paladin who he had never noticed.
 

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