Standard DM behavior?

The whole I-can-buy-any-item-in-the-books is (as far as I am concerned) an abomination introduced with the previous edition. In my games, no matter the edition, this is never allowed.


Fifthed, or, um whatever number I am to be in agreement with this statement.
 

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And this is what causes edition wars. Calling another person's style an "abomination" is really not fair. I started with 1st Edition and the rule that magic items could never be purchased, only found. Over the years my style has changed. Sometimes it depends on the campaign world. Now I've embraced the player narration style and I allow my players alot of freedom, including choice of magic items and how their acquisition is narrated. Heck, the magic items don't even have to be actual items in my campaign anymore, although I do still follow the magic item rules (i.e. the slot rules) to keep things fair and balanced. I've enjoyed playing all of these styles over the years and could never imagine myself calling the restrictiveness of 1E an abomination.

No intention of starting anything. It's just in my top3 of rules that I really dislike. I am glad it works for you, but that doesn't change the fact that I would have preferred my D&D to be without the assumption of the players being able to buy or craft just about anything they want. Luckily it's just a rule and it's fixable.
 

A couple ideas:

An artificer could easily become a magic item salesmen that can get by with a small ammount of markup (and occaisionally reselling an item 'as-is' for a solid profit). Having the ability to disenchant without the ritual cost, and with a simple feat, being able to make items quite far above their own level.

Part of the reward system suggested is to provide the players with a certain ammount of cash, or cash equivalent treasure, in addition to magic items. The magic items you receive are above your level, and more expensive than most items you could purchase (and would be impossible to actually 'make' with a ritual without special tricks like the feats from the Eberon Player's Guide).

To say that you can't spend this cash of magic items ... greatly limits the value of the money. While potions and other consumable magic items, and rituals, have their uses, eliminating the option of purchasing magic items makes the money packages much less useful. One solution is to convert a portion of that cash into extra magic items. You could easily take the value of a level+1 item out of the cash treasure packages, and still have enough left over for consumable magic items and the like.

As for restricting purchases:

Magic shops could very easily be a situation of "mother may I", in which the players request an item they are looking for, and see if they can find a way to purchase it. It could easily be a way of hiding the "get DM approval" step behind an in game excuse of "you can't always find everything you are looking for", and makes sure that not only can the DM disallow items they disapprove of, but can also ensure the DM has some idea of what each of the players can do, and perhaps also confirm questionable ideas immediately (for example, if a player has a question of how an item interacts with a feat and a power, for example, they can address it while trying to purchase the item, and may even decide against it at the same time.)

The Enchant Item ritual provides another problem in terms of in game justification for certain items not existing. One issue is that, unlike with buying a magic item, you need to get access to the ritual components. Rarely will the PCs have all of their cash packages come in the form of ritual components, so they would still need to go to town to convert the cash into components. Just as you may not be able to buy anything you want, there could be a limited ammount of ritual components available for purchase. You can also disenchant, but that requires destroying existing magic items, so it would be trading down (or trading in a lot to get one good one). While banning items would require a justification, it doesn't require an in game justification to simply limit the ammount of ritual components the PCs have at any given time.

This would effectively create three tiers of magic items. Items above the players level they find, and are entirely DM's Choice. Items near their level are too expensive for them to get the ritual component's to make, so they have to buy them from a store, and thus, are subject to DM Veto. Finally, relatively low level items, and consumables, are cheap enough that the PCs with the correct ritual can just make it himself, in which case it's just about anything goes.

In all cases, the purchase or creation of the item should at least be acknowledged by the DM.
 

We have changed DMs per adventure, but never on an encounter level. That would seem to me to make alot of inconsistancies within 1 adventure.

My question to you is, did you just show up with that magic item and never consult the DMs about it? That would be a no-no in my games. Items have to be purchased during the game, not at home outside of the game.

Yes, I have to admit to that - we had just started playing, had a few encounters, racked up some GP, raised a level, etc,...and all of us PC's upgraded, updated, modded, etc,...

At that time, no one told us we could NOT buy from the AV. When another player and I asked about Artifacts and Wondrous Items, they told us we could not buy those.
 

Well, I just typed in a multi-paragraph reply to several things discussed here, but at 60 wpm, this site decided to log me out and I lost the entire message.

Why would it kick you out with you typing in a msg? That's activity. :(

I'm just not going to spend the time to do it again.

Thanks everyone for all your replies.

PS Perhaps the site maintainers might want to address this issue? Someone typing in a reply is not inactivity by any stretch of the imagination. :(
 

"No magic item stores" or not allowing players free reign to purchase pre-made items out of books without DM input are both acceptable and common DMing practices but they should both be made clear before the game begins, not as a last minute ruling during actual play to protect plot.
 

BTW whether or not the GM is allowing 'free buy' it's still standard practice to ask the GM "can I buy this stuff here?" unless he specifically says you don't have to.
 


No intention of starting anything. It's just in my top3 of rules that I really dislike. I am glad it works for you, but that doesn't change the fact that I would have preferred my D&D to be without the assumption of the players being able to buy or craft just about anything they want. Luckily it's just a rule and it's fixable.

"I really dislike" and "an abomination" really evoke different reactions from people. I hope you can agree with me there. The former is your opinion, the latter is labelling it as a hated method in general.

PHB, p.224. Although it says that there "may be" that markup (rather that "will be" :) ).

True, I was using it to illustrate how residuum trade could be a plausible explanation for finding any magic item you wish to purchase.
 


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