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The Case for a Magic Item Shop?
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<blockquote data-quote="Elf Witch" data-source="post: 6412922" data-attributes="member: 9037"><p>There was a wizard who lost his spellbook that was the harshest loss. I played a sorcerer and we had a druid and a cleric we were able after doing some scouting to replace our lost components. The druid made staffs for everyone and I cast mage armor on the fighters if we had combat. But the wizard was really hosed plus he had lost a leg and was crippled. We had no way to help with that until we got home. But he didn't whine about it he knew that choosing to play a wizard meant being dependent on a spellbook which can be lost or destroyed. </p><p></p><p>Now the DM was not a total ratbastard the wizard belonged to a guild and part of that was keeping a back up spellbook safe in the guild. So the player knew this was not a permanent thing.</p><p></p><p>And the DM didn't take our toys we chose to run and leave them instead of facing combat in the arena which we knew we had a chance of living through. </p><p></p><p>I have played a human stuck in the underdark we only had a few scrolls of darkvision which we saved until we needed them. To be stealthy the humans in the party were pared with those who had darkvision and they guided us. And we had a plan that if we were attacked one of the humans carrying a sunrod would open it and give us light. It is called working together as team. </p><p></p><p>This player has said that he does not want to find magic items in treasure because that is cheesy he wants a magic item shop so he is tying the DMs hands here. Again you are blaming the DM without holding the player to any responsibility for their fun. </p><p></p><p>As I said before maybe this part of the adventure he does not get to scout that does not totally nerf his abilities. In combat a hooded lantern opened would allow him to see and be able to be as effective as he would normally be. </p><p></p><p>I would also point out that many people have come up with solutions and they have all been shot down by the OP who seems to only want the freedom to buy magic items. </p><p></p><p>I totally agree that if a player is not having fun the DM should work with the player to solve the problem but that solution is not always exactly what the player may want. I have seen players like this OP seems to be that if they don't get eactly what they want then nothing else will be good enough that is also toxic. </p><p></p><p>So what you are saying is if one player at a table can't find away to have fun that is the failure of the DM? What about the player taking some responsibility and help themselves have fun?</p><p></p><p>A player who hates role playing who is playing at a table full off role players may be very unhappy but that is not the DMs fault that is the player for not realizing he is not a good fit. There are a lot of reasons why a player may not be having fun that has nothing to do with the DM.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6412922, member: 9037"] There was a wizard who lost his spellbook that was the harshest loss. I played a sorcerer and we had a druid and a cleric we were able after doing some scouting to replace our lost components. The druid made staffs for everyone and I cast mage armor on the fighters if we had combat. But the wizard was really hosed plus he had lost a leg and was crippled. We had no way to help with that until we got home. But he didn't whine about it he knew that choosing to play a wizard meant being dependent on a spellbook which can be lost or destroyed. Now the DM was not a total ratbastard the wizard belonged to a guild and part of that was keeping a back up spellbook safe in the guild. So the player knew this was not a permanent thing. And the DM didn't take our toys we chose to run and leave them instead of facing combat in the arena which we knew we had a chance of living through. I have played a human stuck in the underdark we only had a few scrolls of darkvision which we saved until we needed them. To be stealthy the humans in the party were pared with those who had darkvision and they guided us. And we had a plan that if we were attacked one of the humans carrying a sunrod would open it and give us light. It is called working together as team. This player has said that he does not want to find magic items in treasure because that is cheesy he wants a magic item shop so he is tying the DMs hands here. Again you are blaming the DM without holding the player to any responsibility for their fun. As I said before maybe this part of the adventure he does not get to scout that does not totally nerf his abilities. In combat a hooded lantern opened would allow him to see and be able to be as effective as he would normally be. I would also point out that many people have come up with solutions and they have all been shot down by the OP who seems to only want the freedom to buy magic items. I totally agree that if a player is not having fun the DM should work with the player to solve the problem but that solution is not always exactly what the player may want. I have seen players like this OP seems to be that if they don't get eactly what they want then nothing else will be good enough that is also toxic. So what you are saying is if one player at a table can't find away to have fun that is the failure of the DM? What about the player taking some responsibility and help themselves have fun? A player who hates role playing who is playing at a table full off role players may be very unhappy but that is not the DMs fault that is the player for not realizing he is not a good fit. There are a lot of reasons why a player may not be having fun that has nothing to do with the DM. [/QUOTE]
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