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General Tabletop Discussion
*TTRPGs General
The availability of magic items
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<blockquote data-quote="steeldragons" data-source="post: 5758968" data-attributes="member: 92511"><p>Pretty much what everyone else has said. </p><p></p><p>It's a matter of the world/setting...and specifically where within the setting one is.</p><p></p><p>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").</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p> </p><p>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.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>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.</p><p></p><p>But, it all really boils down to what "makes sense" for where the PCs are in your setting.</p><p></p><p>Have fun and happy magic item gathering.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5758968, member: 92511"] 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 [/QUOTE]
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