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The Case for a Magic Item Shop?
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<blockquote data-quote="Grainger" data-source="post: 6414457" data-attributes="member: 6779234"><p>Magic items get lost or destroyed over time, though. Some might be buried with nobles (they might have dummy "burial" swords interred with them, and pass on the magic sword to their heirs, but don't count on it; they want to use that sword in the afterlife!). There are always ways to justify a lack of magic items, or indeed a surfeit of them. And of the magic items that are inherited: people aren't going to part with them - if there are only a couple of thousand in England (in your example), they're basically in the hands of knights and barons. Why would they hand these over to commoners, or to their potential rivals? Again, it depends on the social structure of the campaign. There's nothing wrong with a campaign having a trade in magic items (and indeed, in many campaigns it would be illogical for this not to be present) but it depends on the set-up of the game world.</p><p></p><p>I agree with you about PC wealth (again, in many campaigns; I keep my PCs relatively poor!). As far as I'm concerned, Monty Haul or grotesque power escalation should be avoided at all costs. However, there's no reason to follow the treasure tables as written* (actually, in BECMI, I often did, and they never seemed to generate that much treasure). It depends on the focus of the campaign. If the PCs want to build fortresses, or hire armies at higher levels (and I will be encouraging that if my campaign lasts that long), that stuff is expensive.</p><p></p><p>By the way, I'm not prescribing anything for the OP's campaign. It depends on the DM and players, and their particular tastes; I'm just trying to emphasise that there is no generic "right" way to do things - it's a great thing that every D&D game is different, and that the game supports wildly different assumptions by groups of DMs and players.</p><p></p><p></p><p>*As there aren't any treasure tables yet for 5e, I've been handing out what I feel like. In my new game, one player opined that the 30gp the local baron was offering for a short quest (for the entire party) wasn't very much, even after I pointed out that 30gp covers a typical person's living costs for a month, and this is for a day's work. Little does he know how comparatively generous that offer is in my game...**</p><p></p><p>**There are large treasure hoards out there, but they're long forgotten, or belong to nasties of unbelievable power. If the players find them, it will be a rare, and no doubt joyous event, and it will make them stand out (for good and ill) in the campaign world.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6414457, member: 6779234"] Magic items get lost or destroyed over time, though. Some might be buried with nobles (they might have dummy "burial" swords interred with them, and pass on the magic sword to their heirs, but don't count on it; they want to use that sword in the afterlife!). There are always ways to justify a lack of magic items, or indeed a surfeit of them. And of the magic items that are inherited: people aren't going to part with them - if there are only a couple of thousand in England (in your example), they're basically in the hands of knights and barons. Why would they hand these over to commoners, or to their potential rivals? Again, it depends on the social structure of the campaign. There's nothing wrong with a campaign having a trade in magic items (and indeed, in many campaigns it would be illogical for this not to be present) but it depends on the set-up of the game world. I agree with you about PC wealth (again, in many campaigns; I keep my PCs relatively poor!). As far as I'm concerned, Monty Haul or grotesque power escalation should be avoided at all costs. However, there's no reason to follow the treasure tables as written* (actually, in BECMI, I often did, and they never seemed to generate that much treasure). It depends on the focus of the campaign. If the PCs want to build fortresses, or hire armies at higher levels (and I will be encouraging that if my campaign lasts that long), that stuff is expensive. By the way, I'm not prescribing anything for the OP's campaign. It depends on the DM and players, and their particular tastes; I'm just trying to emphasise that there is no generic "right" way to do things - it's a great thing that every D&D game is different, and that the game supports wildly different assumptions by groups of DMs and players. *As there aren't any treasure tables yet for 5e, I've been handing out what I feel like. In my new game, one player opined that the 30gp the local baron was offering for a short quest (for the entire party) wasn't very much, even after I pointed out that 30gp covers a typical person's living costs for a month, and this is for a day's work. Little does he know how comparatively generous that offer is in my game...** **There are large treasure hoards out there, but they're long forgotten, or belong to nasties of unbelievable power. If the players find them, it will be a rare, and no doubt joyous event, and it will make them stand out (for good and ill) in the campaign world. [/QUOTE]
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