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Solving the "Let's Rob the Magic Shop" Problem
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<blockquote data-quote="Kobold Boots" data-source="post: 7314109" data-attributes="member: 92239"><p>Others have already said much of this but here goes.</p><p></p><p>The game is whatever the players want it to be, if the DM wants to be running a game. Yes, the DM can find other players but if the ones he has want to rob a magic shop then what's the DM to do if he wants to play?</p><p></p><p>That said, the magic shop problem is something that should be approached in campaign design. The game gives pretty good guidelines about magic item price and always has. I've always felt that was the leading thing that made those who play D&D both players and DMs think "there must be a magic shop if there are prices". Over time with people writing stories in the D&D worlds and with new versions of the rules there have been direct references to magic stores, but very little written on how to manage them so you don't end badly.</p><p></p><p>There are many good ideas in this thread. Personally, I really dig those folks who said, hey assassins protect the shop and the owner has contacts and customers that will protect him. Then I think about the down level implications of both. If the assassins are protecting the shop, then there's the chance that the assassins are really well equipped. How does that affect other structures in the game world?</p><p></p><p>The broker idea is great as is treating magic items like real estate. I'd treat this like an art brokerage and auctioneer service (Sotheby's) but then you're making the cost of the item a reserve bid and there are down level implications of that too. Truly powerful magic will be bought up and used by the 1%. </p><p></p><p>Ultimately I've tried very, very hard not to make magic items available via static shops. When players have asked me how to get a specific magic item I've asked them to ask around to get rumors or do research on where such things have been seen historically. When mages have asked me how to make a magic item I've sent them to learn artificer skills or to find an artificer (usually in the employ of a major personage). Point there is to have them commission an item. I do believe that's what the magic item prices were originally intended for, material cost.</p><p></p><p>In any event, I come from the school that says magic items are intended to be unique things. Rules are intended to make everything look like Walmart. If players came up to me when visiting an artificer and said "lets' rob him" I'd have no issue killing the entire party. Mostly because it's infinitely stupid. If I as a person can make a +2 sword and do it for a living, for people that have money to spend (and lets not forget that wealthy people could have an army to take the shop if they wanted) the crap that I must have protecting myself (as others have already alluded to) must be ridiculous.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7314109, member: 92239"] Others have already said much of this but here goes. The game is whatever the players want it to be, if the DM wants to be running a game. Yes, the DM can find other players but if the ones he has want to rob a magic shop then what's the DM to do if he wants to play? That said, the magic shop problem is something that should be approached in campaign design. The game gives pretty good guidelines about magic item price and always has. I've always felt that was the leading thing that made those who play D&D both players and DMs think "there must be a magic shop if there are prices". Over time with people writing stories in the D&D worlds and with new versions of the rules there have been direct references to magic stores, but very little written on how to manage them so you don't end badly. There are many good ideas in this thread. Personally, I really dig those folks who said, hey assassins protect the shop and the owner has contacts and customers that will protect him. Then I think about the down level implications of both. If the assassins are protecting the shop, then there's the chance that the assassins are really well equipped. How does that affect other structures in the game world? The broker idea is great as is treating magic items like real estate. I'd treat this like an art brokerage and auctioneer service (Sotheby's) but then you're making the cost of the item a reserve bid and there are down level implications of that too. Truly powerful magic will be bought up and used by the 1%. Ultimately I've tried very, very hard not to make magic items available via static shops. When players have asked me how to get a specific magic item I've asked them to ask around to get rumors or do research on where such things have been seen historically. When mages have asked me how to make a magic item I've sent them to learn artificer skills or to find an artificer (usually in the employ of a major personage). Point there is to have them commission an item. I do believe that's what the magic item prices were originally intended for, material cost. In any event, I come from the school that says magic items are intended to be unique things. Rules are intended to make everything look like Walmart. If players came up to me when visiting an artificer and said "lets' rob him" I'd have no issue killing the entire party. Mostly because it's infinitely stupid. If I as a person can make a +2 sword and do it for a living, for people that have money to spend (and lets not forget that wealthy people could have an army to take the shop if they wanted) the crap that I must have protecting myself (as others have already alluded to) must be ridiculous. [/QUOTE]
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