Stocking up on cheap magic

The prevalence of magic items (and spellcasting ability in general) makes magic feel less magical. Part of what is starting to bother me about d20 D&D is that it feels more like a paper simulation of a computer RPG. I've considered running the game so that all casters effectively have access to all item creation feats once they reach the appropriate level, but the components for magical items would be rare and difficult to obtain. I pondered it for a Greek game in which there are no arcane spellcasters--only divine casters with divine bloodlines who get access to a single domain. Items are gift from the gods, too; so no magic shops of any description. So far, I've not been able to run that game.
 

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BullMarkOne said:
I'm no control freak, I let my pc's pretty much run amok in my world and I do pass out magic loot. I just expect my pc's to work for their magic goodies, whether through hard dungeoncrawl adventuring, or careful political maneuvering.

I don't seem to recall anything in the RAW that explicitly states that magic items are a common commodity. Even the entry on magic in your world on page 142 of the dmg uses the word might.

Part of the reason I play rpg's both as a dm and a player is to put a bit of the mystery back into life. Too much these days has an all too easy and simple explanation, I find this boring. For this campaign part of that mystery is the inscrutability and rarity of magic. It's also in the very nonstandard social/racial/political structures of my current world. One of the greatest things about d&d in general, and 3.x d&d in specific is the customisability. In my games, you never really know when a goblin is just a goblin, or just how much wheeling and dealing will be required to score that nifty magic longsword, or even just how powerful that nifty magic longsword that you just payed a kings ransom will turn out to be. /rant

**Edit** stupid second l

And all that rigamarole is exactly what I am sick of. It is a form of control -- I do not want the campaign to feel more mysterious or magic to be more magic or whatever -- Magic items in my book should be as available as cars and T.V.'s are in our world

I have played countless games like that where it feels like a have to beg for cure light potion -- I am not interested in that anymore -- I want to be able to buy my kit (which happens to be magic) go out and adventure--

Now I do apologize for the word control freak -- it was a little harsher than I should have used also -- these statements may not apply to you -- nor do I feel that that this type of D&D play is wrong -- disclaimer said

frankly I no longer have any interest in yet another poorly crafted game world, boring NPC, tedious plot or anything else

when I play D&D I want to find stuff, kill stuff, take its treasure and do a little of the other stuff (explore world, roleplay etc) D&D is like a big box of toys that no one (in my area) uses -- OMFG we hit 15th level -- my game will be destroyed -- BAH -- I want to combo on ECL 37 monsters, cast mighty spells fight and slay -- Level me up baby thats my motto--

Now I don't play everything that way -- other games require a different style and I don't fault others for choosing it but it doesn't interest me.

In a wierd way after a long haul gaming fighting against fair hack and slash I have come back to it. Its simple and its fun
 

Coredump said:
Does it ever occur to you that maybe, just maybe, there are reasons for curbing the magic items *besides* being a 'control freak DM'?? Would like to be referred to as a power-gaming munchkin, just because you like playing with magic being commonly available?


Besides, I can curb magic quite a bit, and still be within the RAW. It may not be how you would like it, but it would not be breaking any of the rules.


first point -- I apologize for the word "control freak" When I play D&D I am power gamer and proud of it. As long as I don't take away everyone elses fun I want to nurse every drop of power from my concept. Munchkin ? Nah. My definition of Munchkin is someone who powergames in a way that takes away other players or the DM's fun. I never do that

Second Point -- you are right of course
 

TheAuldGrump said:
Sure, they can go into town and comission 30 wands of cure light wounds, then wait while the cleric finds time to make them. Then he has to take the time to make them, one at a time. In my games most magic items are not bought 'off the shelf' in large quantities, and I pay attention to the amount of stuff that can be purchased using the handy dandy rules in the DMG.

I would use time as the limiting factor.

The Auld Grump, who has never had a player try this...

thats how I do it -- a really big city in high magic era of my campaign might have 30+ available at a time though -- at most I'd make you roll Gather Information -- maybe

CLW potions are common enough to be bought-- most constables have one (for stabilizing until a cleric can arrive) and many householders have one as well
 

Ace said:
Now I do apologize for the word control freak -- it was a little harsher than I should have used also -- these statements may not apply to you -- nor do I feel that that this type of D&D play is wrong -- disclaimer said
Ace said:
My definition of Munchkin is someone who powergames in a way that takes away other players or the DM's fun.

Ok, apology accepted then.. and I will concede that there is a bit of control element in my limiting magic item availability.

I DM for a pretty large party of seven pc's. Two of which are of the munchkin variety you describe. If I didn't put some heavy limits on the availability of the magic these two would go hog wild. As it stands now they're already pretty munchkin, with basically 3rd level magic at 5th level. Of course the upswing is that with such a large party they have a pretty solid healing base of 1 cleric, 1 druid, and 1 fighter/cleric, so there's not alot of call to stock up on healing magic. Offensive stuff is all they're really after.

Anyway, back closer to topic, I think that under different circumstances I might make magic more available. Smaller, less balanced parties almost require a steady stream of healing potions or wands or scrolls. If I were to dm for a party with no healing, I couldnt really forsee not having just about every temple and church be able to sell a few cure light wounds potions (or higher as the party gains power).
 

On a slightly different note, we had missed the note that you can't use more than 8 Goodberries per day in our group, and at one point, one character was carrying around over 200 goodberries.

The image of a barbarian shoving 52 goodberries down his throat for healing was ammusing.
 

The GM needs to determine what's available. Few cities in a standard-magic D&D world will plausibly have racks of CLW wands for sale. IMC temples do sell potions of clw and may have several in stock, most other stuff must normally be commissioned; admittedly a CLW wand only takes a day to make, but not all Clerics have Craft Wand.
 

I do think wands in the core rules are underpriced, I restrict them to 20 charges which makes the base price/charge 37.5gp, midway between scroll (25 gp) and potion (50 gp).
 

Y'know, those of you that would prefer that magic items be less prevalent, more mysterious, etc., might want to check out Iron Heroes, coming out soon as a variant fantasy d20/D&D game that alleges that its characters are badass enough to stand toe to toe against the appropriate cr monsters, but without needing magic items to do so. Magic Items that do exist are at the artifact level, and have a chance of disasterously backfiring. Or so I am given to understand.
 


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