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The availability of magic items

I am not fond of the whole Ye magic shop.

How I do magic items in my game is it is loot not gear. I control the sale of magic items by having a powerful wizard guild that does not allow certain items to be sold to any one but them. This allows the sale of loot that the party does not want and explains why you can't buy just anything.

The way you get magic items is to either find them in loot or go to the wizard guild and commission one. A lot of times the guild is not looking just for gold they may need a rare item and send the group looking for that item.

I also do items that grow with the character. That +1 masterwork sword of your grandpappy may be a magical sword that you have to prove yourself to and slowly it will unleash its abilities.

Alchemy items ,small wondrous items that are not powerful, scrolls with low level spells can usually be found in cities.

Clerical spells items can only be gotten from the churches so it behooves the party to make an alliance with one so they get a better rate.

My game world does not have groups of adventurers who go around adventuring for the heck of it. There is a guild that does this kind of thing basically they are archaeologist types interested in lost knowledge and they work under the wizard guild authority.
 

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I consider starting a campaign in my own world/setting using the Pathfinder rules. But I am not at all clear on how to handle the availability of magic items. What do you consider to be the best method?
It really depends on how well you, the DM, understand PF.

-Should they only be able to buy stuff that is almost necessary to survive. That is: potions of healing, wands of healing?

-No magic for sale at all. Magic items are found, not bought. (I don't think D&D/Pathfinder is the right system for this kind of game, but you could try to convince me)
For example, if you had mentioned the Big Six on your list of necessary items, I'd say make only them available in stores or provide them as loot.

But if you're a relatively new DM and don't have a clear idea on what makes the d20 system tick, I say stick with Ye Olde Magic Shoppe. It's a D&D cliche, but there's a reason it's stood the test of time.
 

The answer directly depends upon how many NPCs exist whom are capable of crafting Item-X ... ie: larger communities are more likely to have spellcaster(s) of sufficient level with the needed spell(s) and feat(s) at RAWs base price; with every mile/day/whatever away from that community raising the base price accordingly to represent the cost/trouble of locating and transporting it to your location; further modified by local sub-plots (bandits, etc).
 

Some things are commonly in stock - potions/scrolls for things like cure light wounds, heal disease, etc..

Other things might be available by location - if the cite of Bournes is central for the military then +1 weapons (spears, maces, and swords) will likely be available, 'off the shelf'.

But more esoteric items will need to be commissioned - and will take the NPC at least as long to make as it would for a PC. If the mage-smith has time then it will be the same, but if the guy is busy... take a number, stand in line.

The Auld Grump
 

I'm bipolar on buying/selling magic items and it basically boils down to how I feel it will affect the game overall. I've used magic shops before, but only when I felt it would be appropriate to relieve the PCs of a horde of gold they've been accumulating.

Generally, I see no problem with low-level scrolls and potions being available to those with coin. However, when you start getting into the more powerful weapons, regardless of cost I don't like making them available. After all, regardless how much money you possess, you aren't going down to the local Walmart and buying a .50 cal from behind the counter.

Personally I've always seen the D&D world as one where the characters finding magic because of their exceptional adventures - they find old caches of magic that have been hidden and collected into areas normal folks wouldn't. Another allusion that might work; the characters are archeologists digging in old pharaoh's tombs. Of course they'll find precious objects there that common, everyday folk will never even have seen, much less have mundane access to. [Or put another way, the characters are military; they get access to guns, grenades and tanks because of the theater of war they operate in. What would everyday civilians be doing with that stuff?].
 

Pretty much what everyone else has said.

It's a matter of the world/setting...and specifically where within the setting one is.

In my world's "magocratic" nation, of course there are "magic shops", but these are generally for one time or limited use minor items: potions, low-level scrolls, competing wand-makers, minor magic items (jewelry things like "brooches of shielding" or a minor "ring of something").

Outside of the "Mage Lands", an item shop (beyond potions or scrolls) is reserved for only very large (high-trade traffic) towns or metropolitan cities (of which, there are really only 3 or 4 in the world).

Enchanted weaponry is generally a rare thing, except in major cities with an existing magical community (high-level resident spellcasters/clerics, the wizard's guild, some highly-skilled smith of renown, etc.) Even then, finding something in a shop that is any better than +2 (or a very rare +1 but +3 against something specific) is not gonna happen.

Divine (cleric-based) items are really the purview of the various temples and they are not about to sell off their "holy" wares to just anyone. Potions of healing and/or scrolls with "Cure Light Wounds" might be available from a larger temple of the goddess of healing, of course...the god of guardianship might have +1 shields, etc...or some secluded abbey/monastery may specialize in brewing potions or weaving cloaks and boots reputed to have "mystical" properties.

Most small or moderate sized towns will have some kind of apothecary (for some limited potions-at least of healing and/or neutralizing poison/antitoxin) or maybe a scribe running a messenger service (for rendering scrolls). There's a chance (depending on party and/or story need) that even rural villages would have a local "wise woman" or "hedge wizard" who might be capable of supply the party with some small items or might be interested in taking "loot" off the party's hands.

There are also the possibilities that a shop-owner or traveling merchant might have a curious enchanted item among their inventory that they are unaware of...yon local jewelry appraiser/maker is not likely to have a "Detect Magic" wand behind his counter. As well as wandering caravans, carnivals and/or [snake-oil] salesmen claiming to specialize/sell "enchanted curiosities" that may or may not function as advertised ;)

But it's all on a "make sense" basis. The hermit sage (reputed to have magical abilities) who specializes in the local flora does not care that you found this "longsword +1" that you'd like to offload. You'll have to go to somewhere that it would be wanted/prove useful to someone. "I hear his lordship <insert noble of a neighboring town/city/nation> has an impessive collection of blades from across the world. Perhaps he might be interested?" the sage suggests.

But for "named" items...a Frostbrand Sword, a Mace of Disruption, a Staff of Duzalkinsakulstuf, etc...those are going to have to be found in lost dungeon caches, tombs of ancient heroes or villains or, quite possibly, are already in the possession of other (usually more powerful) NPCs (for those PCs who might not be averse to "borrowing without permission" or "killing and taking their stuff" for items they want. ;) ).

Self-crafting has never really been an issue in my games. It's possible but almost prohibitively expensive (and often requires questing to find various rare components). Using NPCs for the same thing is A: difficult to find (unless you're in a big city...or the Mage Lands) and B: also rather expensive.

But, it all really boils down to what "makes sense" for where the PCs are in your setting.

Have fun and happy magic item gathering.
--SD
 

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