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General Tabletop Discussion
*Dungeons & Dragons
The Case for a Magic Item Shop?
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<blockquote data-quote="FireLance" data-source="post: 6423927" data-attributes="member: 3424"><p>I never used magic items shops in (late) 3e and 4e, because I simply cut out the middle-man and allowed the players to pick whatever magic items they wanted for their PCs within the wealth-by-level guidelines/treasure guidelines.</p><p></p><p>In 3e, whenever the PCs in my games gained a level, the players could pick whatever equipment they wanted, up to the standard wealth for their new level.</p><p></p><p>In 4e, whenever the PCs gained a level, the player could select one new magic item of a level equal to the new level of the PC, plus one (for example, when a 1st-level PC made it to 2nd level, he gained a 3rd-level magic item).</p><p></p><p>The players could provide whatever explanation they liked for how they gained the new magic items (or enhanced existing ones): they found them as treasure, they were given them as rewards or gifts, they commissioned their creation or bought them, they spontaneously gained new powers, etc.</p><p></p><p>It suited my playstyle as it freed me from the need to come up with magic items for the PCs or generate them randomly, I did not subscribe to the philosophy that each and every magic item had to evoke a sense of wonder, I had no problems with giving the players some authorial control over what happened in my campaign, and I did not see it as my responsibility to teach the players that they could not always have what they wanted. In any case, the guidelines provided enough limitations (for example, 3rd-level PCs would not be able to get better than +1 weapons). And it worked fine. Despite the flexibility given to the players to tailor their PCs' equipment, I had no problems challenging them in my games.</p><p></p><p>In 5e, I simply don't give out any treasure at all. I don't think it's necessary, since the CR and encounter guidelines assume that the PCs don't have any magic items.</p></blockquote><p></p>
[QUOTE="FireLance, post: 6423927, member: 3424"] I never used magic items shops in (late) 3e and 4e, because I simply cut out the middle-man and allowed the players to pick whatever magic items they wanted for their PCs within the wealth-by-level guidelines/treasure guidelines. In 3e, whenever the PCs in my games gained a level, the players could pick whatever equipment they wanted, up to the standard wealth for their new level. In 4e, whenever the PCs gained a level, the player could select one new magic item of a level equal to the new level of the PC, plus one (for example, when a 1st-level PC made it to 2nd level, he gained a 3rd-level magic item). The players could provide whatever explanation they liked for how they gained the new magic items (or enhanced existing ones): they found them as treasure, they were given them as rewards or gifts, they commissioned their creation or bought them, they spontaneously gained new powers, etc. It suited my playstyle as it freed me from the need to come up with magic items for the PCs or generate them randomly, I did not subscribe to the philosophy that each and every magic item had to evoke a sense of wonder, I had no problems with giving the players some authorial control over what happened in my campaign, and I did not see it as my responsibility to teach the players that they could not always have what they wanted. In any case, the guidelines provided enough limitations (for example, 3rd-level PCs would not be able to get better than +1 weapons). And it worked fine. Despite the flexibility given to the players to tailor their PCs' equipment, I had no problems challenging them in my games. In 5e, I simply don't give out any treasure at all. I don't think it's necessary, since the CR and encounter guidelines assume that the PCs don't have any magic items. [/QUOTE]
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