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General Tabletop Discussion
*Dungeons & Dragons
The Case for a Magic Item Shop?
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<blockquote data-quote="CM" data-source="post: 6424326" data-attributes="member: 18340"><p>In my last few 4e campaigns: </p><p></p><ul> <li data-xf-list-type="ul">Common items are usually available in larger cities without too much fuss, and the players can craft them freely. No extraordinary components or knowledge are required to make them.</li> <li data-xf-list-type="ul">Uncommon items are created on commission, traded for, occasionally found in black markets, or acquired through brokers if they are available at all (sometimes paying high premiums). PCs (and NPCs) could craft them if they have an existing item to study, have notes on the specific item's creation, or if a special component is available (displacer beast hide for displacement cloaks/armor, that sort of thing).</li> <li data-xf-list-type="ul">Rare items were generally not available for purchase. If one did appear it would command a very high premium.</li> </ul><p></p><p>Gold values and item rarities are useful to me as a means of comparing item values, even if they aren't used in-game. 4e's addition of level to items was a good benchmark for when certain items could be added without changing the tone of the campaign too drastically. For example, most items granting flight don't show up until level 10+ for limited flight, 20+ for permanent, reliable flight. </p><p></p><p>I understand that some DMs believe that adding a price makes certain players feel entitled to them. To that I can only say that I'm sorry you have to deal with that. I also understand that some folks feel adding a price cheapens the whole "magic experience." To that I say it depends on the type of campaign you are running. For a typical low-magic Middle-Earth-style game, sure. That's reasonable. For the type of world presented in most D&D adventures, fiction and video games, I think that's a bit unrealistic. When many popular characters in official D&D novels are running around with a dozen magic items or more, I can see why players (and DMs) might have similar expectations for their own game.</p></blockquote><p></p>
[QUOTE="CM, post: 6424326, member: 18340"] In my last few 4e campaigns: [LIST] [*]Common items are usually available in larger cities without too much fuss, and the players can craft them freely. No extraordinary components or knowledge are required to make them. [*]Uncommon items are created on commission, traded for, occasionally found in black markets, or acquired through brokers if they are available at all (sometimes paying high premiums). PCs (and NPCs) could craft them if they have an existing item to study, have notes on the specific item's creation, or if a special component is available (displacer beast hide for displacement cloaks/armor, that sort of thing). [*]Rare items were generally not available for purchase. If one did appear it would command a very high premium. [/LIST] Gold values and item rarities are useful to me as a means of comparing item values, even if they aren't used in-game. 4e's addition of level to items was a good benchmark for when certain items could be added without changing the tone of the campaign too drastically. For example, most items granting flight don't show up until level 10+ for limited flight, 20+ for permanent, reliable flight. I understand that some DMs believe that adding a price makes certain players feel entitled to them. To that I can only say that I'm sorry you have to deal with that. I also understand that some folks feel adding a price cheapens the whole "magic experience." To that I say it depends on the type of campaign you are running. For a typical low-magic Middle-Earth-style game, sure. That's reasonable. For the type of world presented in most D&D adventures, fiction and video games, I think that's a bit unrealistic. When many popular characters in official D&D novels are running around with a dozen magic items or more, I can see why players (and DMs) might have similar expectations for their own game. [/QUOTE]
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