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The Case for a Magic Item Shop?
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<blockquote data-quote="KarinsDad" data-source="post: 6414414" data-attributes="member: 2011"><p>I think that some magic items should be legal and some illegal, just based on their power or how dangerous they are. Just like in the real world.</p><p></p><p>Without the proper licensing, a person cannot buy dynamite in the U.S. I don't see much difference between dynamite and a Staff of Fireballs. But they can buy a handgun (+1 hand crossbow?).</p><p></p><p>So, it is perfectly reasonable (and even plausible) for some weaker and/or non-damaging magic items to be sold in magic shops legally and other potent and dangerous magic items to be illegal (and hence, black market).</p><p></p><p>Would a king really let a Vorpal Greatsword or a Sphere of Annihilation in the hands of an adventurer if he knew about it?</p><p></p><p></p><p>Granted, I suspect that most DMs do not go down this rabbit hole that far. Kind of like the fact that in a super hero genre game, the superheroes are not arrested on sight for having dangerous and deadly powers.</p><p></p><p></p><p>Most D&D DMs will probably either go for some magic shops, or they won't. The option of putting a lot of detailed thought and campaign rules on this (i.e. some kingdoms have some restrictions, other do not, others are heavily restricted) would tend to not be done in most games.</p><p></p><p>However, I have seen games with Adventure Charters (like in Cormyr) where adventurers have to be licensed with the state. So, this is not too much different from that.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6414414, member: 2011"] I think that some magic items should be legal and some illegal, just based on their power or how dangerous they are. Just like in the real world. Without the proper licensing, a person cannot buy dynamite in the U.S. I don't see much difference between dynamite and a Staff of Fireballs. But they can buy a handgun (+1 hand crossbow?). So, it is perfectly reasonable (and even plausible) for some weaker and/or non-damaging magic items to be sold in magic shops legally and other potent and dangerous magic items to be illegal (and hence, black market). Would a king really let a Vorpal Greatsword or a Sphere of Annihilation in the hands of an adventurer if he knew about it? Granted, I suspect that most DMs do not go down this rabbit hole that far. Kind of like the fact that in a super hero genre game, the superheroes are not arrested on sight for having dangerous and deadly powers. Most D&D DMs will probably either go for some magic shops, or they won't. The option of putting a lot of detailed thought and campaign rules on this (i.e. some kingdoms have some restrictions, other do not, others are heavily restricted) would tend to not be done in most games. However, I have seen games with Adventure Charters (like in Cormyr) where adventurers have to be licensed with the state. So, this is not too much different from that. [/QUOTE]
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The Case for a Magic Item Shop?
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