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The Magic-Walmart myth
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<blockquote data-quote="wingsandsword" data-source="post: 3606436" data-attributes="member: 14159"><p>Actually, the Aurora's Whole Realms Catalog explicitly said they didn't trade in magic items.</p><p></p><p>The whole catalog only had three items that had any magical properties. One was some window lace that imposed a mild magical penalty on attempts to open any lock the lace was draped around or over, the other was a small carved "lucky bead" that gave some minor luck bonus, the big one was an "infra-lantern", a drow crafted magic gem in a lantern housing that amplified infravision (well, probably darkvision now), but the infra-lantern was listed as being usually unavailable (and only available at explicit DM permission).</p><p></p><p>As for the Thayan enclaves, they do provide a way for PC's to get just about any item or magic service, but I'd really not call them "wal marts". They aren't in every country, and while you can buy a lot of common items off the shelf.</p><p></p><p>The idea of a magic store makes a lot more sense than the nonsense in older editions of D&D (like the 2e High Level Campaigns book) that nobody never, ever sells magic items and the only way to get them is to find them by adventuring or make them yourself, and even the most minor of items would never be on the market or available by commission, and if they ever did, it instantly becomes like a modern big-box retail store and the game becomes a farce (complete with a silly illustration of a wizard shopping at a "magic mart" complete with a bargain bin of wands).</p><p></p><p>In a world where in any random town, 4 or 5 local teenagers (i.e. low level adventurers) can take a walk outside town to one of many local spooky caves or old ruins (the local dungeon/s) and come back with a wagonload of treasure including magic items, and this is a common way of life, it's foolish to assume that there aren't a lot of magic items in circulation. </p><p></p><p>When you realize that basic potions, simple magic weapons, and basic wondrous items can be made by characters that by the demographics rules can be found in most towns, and how many creatures exist in the world that can only be meaningfully injured by magic weapons, it's inevitable that magic items would be a lot more common than the impossibly rare way they are treated in some campaigns.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 3606436, member: 14159"] Actually, the Aurora's Whole Realms Catalog explicitly said they didn't trade in magic items. The whole catalog only had three items that had any magical properties. One was some window lace that imposed a mild magical penalty on attempts to open any lock the lace was draped around or over, the other was a small carved "lucky bead" that gave some minor luck bonus, the big one was an "infra-lantern", a drow crafted magic gem in a lantern housing that amplified infravision (well, probably darkvision now), but the infra-lantern was listed as being usually unavailable (and only available at explicit DM permission). As for the Thayan enclaves, they do provide a way for PC's to get just about any item or magic service, but I'd really not call them "wal marts". They aren't in every country, and while you can buy a lot of common items off the shelf. The idea of a magic store makes a lot more sense than the nonsense in older editions of D&D (like the 2e High Level Campaigns book) that nobody never, ever sells magic items and the only way to get them is to find them by adventuring or make them yourself, and even the most minor of items would never be on the market or available by commission, and if they ever did, it instantly becomes like a modern big-box retail store and the game becomes a farce (complete with a silly illustration of a wizard shopping at a "magic mart" complete with a bargain bin of wands). In a world where in any random town, 4 or 5 local teenagers (i.e. low level adventurers) can take a walk outside town to one of many local spooky caves or old ruins (the local dungeon/s) and come back with a wagonload of treasure including magic items, and this is a common way of life, it's foolish to assume that there aren't a lot of magic items in circulation. When you realize that basic potions, simple magic weapons, and basic wondrous items can be made by characters that by the demographics rules can be found in most towns, and how many creatures exist in the world that can only be meaningfully injured by magic weapons, it's inevitable that magic items would be a lot more common than the impossibly rare way they are treated in some campaigns. [/QUOTE]
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