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The Magic Item Shop: Creative Expression Through Capitalism
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<blockquote data-quote="CapnZapp" data-source="post: 7646053" data-attributes="member: 12731"><p>The thing me and my players like, isn't magic shoppes per se.</p><p></p><p>The thing we like is adding another layer of character customization.</p><p></p><p>Just like the "feats layer", the "skills layer", and the "multiclass layer", the "item layer" is the most fun when it provides the player with choices.</p><p></p><p>That items represent a money sink that players really are motivated to use (as opposed to downtime activities such as building a church etc) is a nice bonus (since there must a point to collecting all the gold or you can just leave it once you have 100 gold or so, enough for all the beer in the entire tavern).</p><p></p><p>But just like for feats or class abilities, the game falls apart if you're allowed completely free reign. Just as you probably shouldn't allow players to design their own skills, you better not allow them to create just any item.</p><p></p><p>That's where the Sears Catalog comes in, the magic shoppe. Just like you might get a choice between six different class abilities when you level up, you gain the choice between a large but ultimately finite number of items, limited by available gold (and particulars, like you can't wear two hats, or Attunement in 5E).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7646053, member: 12731"] The thing me and my players like, isn't magic shoppes per se. The thing we like is adding another layer of character customization. Just like the "feats layer", the "skills layer", and the "multiclass layer", the "item layer" is the most fun when it provides the player with choices. That items represent a money sink that players really are motivated to use (as opposed to downtime activities such as building a church etc) is a nice bonus (since there must a point to collecting all the gold or you can just leave it once you have 100 gold or so, enough for all the beer in the entire tavern). But just like for feats or class abilities, the game falls apart if you're allowed completely free reign. Just as you probably shouldn't allow players to design their own skills, you better not allow them to create just any item. That's where the Sears Catalog comes in, the magic shoppe. Just like you might get a choice between six different class abilities when you level up, you gain the choice between a large but ultimately finite number of items, limited by available gold (and particulars, like you can't wear two hats, or Attunement in 5E). [/QUOTE]
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