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<blockquote data-quote="ProphetSword" data-source="post: 6513649" data-attributes="member: 79912"><p>The game lost something when they gave players the ability to purchase magical items to begin with. Used to be in the days of OD&D and AD&D, magic was something rare and valuable. You earned it. </p><p></p><p>But, I understand where you're coming from, as all my players are 20 years younger than me. There is an expectation for this kind of thing when the oldest edition of D&D you've played is 3rd. It's just the way it's always been.</p><p></p><p>So, this was the compromise I came up with that works for me and my players:</p><p></p><p>In large cities, you can buy "enchanted" items. An enchanted sword, an enchanted set of leather armor, an enchanted shield, etc. "Enchanted" items are simple +1 items. They are expensive (2000gp + the cost of the item + a markup price for profit). I find that simple +1 items in this combination don't break the bounded accuracy, so it's fine.</p><p></p><p>In addition, you can buy some common magical items, like some potions and a few other items (for example, I consider low capacity bags of holding to be an expensive item that people with money purchase in the cities with a mage's guild).</p><p></p><p>For common potions, I charge between 100-400 gold pieces. For things like a bag of holding, it's around 2,000, but most players will get their hands on one when they can, so it helps to eat money (and there are better and more expensive bags of holding, but they're harder to attain).</p><p></p><p>Everything else is something you earn.</p><p></p><p>This makes the players feel they have something to work toward in regards to items (all other money goes to other things), but doesn't make them too powerful. It's a good compromise that you can introduce into your game that won't ruin the game.</p><p></p><p>That's the best I can offer those who want to be somewhere in the middle and try to have the best of both worlds.</p></blockquote><p></p>
[QUOTE="ProphetSword, post: 6513649, member: 79912"] The game lost something when they gave players the ability to purchase magical items to begin with. Used to be in the days of OD&D and AD&D, magic was something rare and valuable. You earned it. But, I understand where you're coming from, as all my players are 20 years younger than me. There is an expectation for this kind of thing when the oldest edition of D&D you've played is 3rd. It's just the way it's always been. So, this was the compromise I came up with that works for me and my players: In large cities, you can buy "enchanted" items. An enchanted sword, an enchanted set of leather armor, an enchanted shield, etc. "Enchanted" items are simple +1 items. They are expensive (2000gp + the cost of the item + a markup price for profit). I find that simple +1 items in this combination don't break the bounded accuracy, so it's fine. In addition, you can buy some common magical items, like some potions and a few other items (for example, I consider low capacity bags of holding to be an expensive item that people with money purchase in the cities with a mage's guild). For common potions, I charge between 100-400 gold pieces. For things like a bag of holding, it's around 2,000, but most players will get their hands on one when they can, so it helps to eat money (and there are better and more expensive bags of holding, but they're harder to attain). Everything else is something you earn. This makes the players feel they have something to work toward in regards to items (all other money goes to other things), but doesn't make them too powerful. It's a good compromise that you can introduce into your game that won't ruin the game. That's the best I can offer those who want to be somewhere in the middle and try to have the best of both worlds. [/QUOTE]
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