The starting premise of that thread is seriously flawed:There was a HR thread a while back, almost a year now, that took a look at this issue.
Something being available for purchase in a city does not mean the item is in a store for pick out and pick up. The Player's Handbook lists the price of sailing ships, and they are available for purchase in most campaigns. Does that mean they are in a store? Are they in a ship lot? How about a city in the middle of a desert, or in the mountains? Even in a coastal city, is it assumed that the PCs can just go buy one in an hour?The problem that all D&D published worlds and to an extent most home games if you follow the list in whatever the big city in the world is the limit is 100,000 gold. Thats the ability to go in to a store and buy almost anything in the DMG(this is stupid on the 2 main levels of the game)
While I can get behind the idea that some magic should be mysterious and exotic, it is usually more trouble than it is worth (and probably impossible) to make all magic mysterious and exotic.CruelSummerLord said:Speaking as someone who would probably throw one of those hissy fits, I can say that it's because whoever's running the setting doesn't want what they see as something mysterious and exotic (in this case, magic) becoming trivialized and just another commodity. If magic can be bought and sold like a CD or a pair of pants, what makes it so special, mysterious and exotic if mages can just crank it out wiithout too much trouble?
KM.. see post #47... right under yours..
One of the favorite places in my main D&D campaign world is a 'magic shop' run my an Elven adventurer now long since retired. A former PC, like many NPCs of note in this particular milieu, the proprietor is constantly testing and experimenting with various magical potions and spells, making entry into the store an adventure in itself. Players have opened the door to the entire place being coated in shades of orange, the shopkeeper unable to deactivate a self-inflicted polymorph and the "stock boy" (a 9 ft. troll) being lost amid the shelves for hours on end.
The shop carries, buys, sells and trades everything from magic items to spell components and is willing to identify and/or translate items and ancient texts to the best of the owner's ability. His colorful antics, foppish clothing and slightly effeminate English accent are all a carefully constructed facade to hide his vast wealth of arcane knowledge and phenomenal spellcasting ability. Make not mistake, he players the clown but is a deadly combatant. And of course, the stock boy is a troll.
For regulars and favorite customers it is not unusual for the shopkeep to preform identifications free of charge, order special, hard-to-get items and even teach a few unique spells of his own creation.
This to me is far from a Magic Walmart and I can safely say my campaign would not be the same without it.
I have seen 'Walmart' approaches to buying magic items, and invariably the results were not good. Perhaps its only my group that constantly has a Thief who sees a 'WalMart' as an opportunity. DM-NPC's and dues ex machina have been the only means to protect such a gathering of magical artifacts.
For me, if a GM has a shop, such as the one in post #47... I am positive the game will end poorly when the Thief uncloaks the inevitable loophole in the shops protection scheme and gets unceremoniously killed just prior to cleaning the place out.
...and yes, I am speaking from experience.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.