Who goes shopping for magic?

...add comments if you treat lesser/greater items differently...

  • PCs can find for sale whatever they wish (only market value cap)

    Votes: 10 13.7%
  • PCs can find something for sale, but the rest requires more (commissioning, extra time, extra RP, ex

    Votes: 42 57.5%
  • PCs can find for sale only something that I want them to

    Votes: 16 21.9%
  • PCs can find for sale only random items

    Votes: 5 6.8%
  • PCs cannot find magic for sale anywhere

    Votes: 11 15.1%

Li Shenron

Legend
Ok, very old discussion... I just want to know at the moment how many DMs allow the characters to purchase any magic supply freely, and how many instead don't let them at all or use some restrictions.

IMC I am letting them find a limited selection of magic items in normal shops, but those items are essentially random or quasi-random, just like the items in the treasure they can find (and sligthly better, since at least they can choose what to pay for or not, while the found items detract from the treasure total value). For example, at one apothecary they may find as many potions of CLW as they wish + up to 2 potions of Neutralize Poison and Remove Disease each; at a bookstore they may find 3-4 arcane scrolls; at a well-standing merchant a couple of wondrous items...

To really have a magic item "on demand" they can only craft it or try to hire someone to craft it for them.

But what is currently the habit of D&D DMs? For the poll, just choose the options you use most of the time, but you can also vote more than one.
 

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In any settlement of town size or larger, one can find some simple potions for sale, such as cure light wounds. Now and then, a scroll for a 1st level arcane spell will show up too. That's about it. In smaller settlements, there are no magic items for sale or trade, period.

The party has been gifted with some minor items, like a wand of sleep with a small number of charges, etc. These have all been rewards, or tools given them to complete a task they were assigned by an NPC.

Interestingly, they seem unwilling to use any of their consumable magic items except for healing potions. So I'm not sure why I should continue to give them out.
 

They can find things for sale (mostly what I want them to find) but the rest is has to be commisioned or adventured for. Most of what one could call magic shoppes are in Sigil (planescape campaign). But even though they're there most if not all magic items are either unique creations (which can have nasty/surprising histories) or not incredibly powerful (up to +2, +3 in very rare circumstances for for example weapons and armor and most much more expensive than according to DMG guidelines).
 

Basic magic items and materials are available with increasing levels of rarity. On the prime, there is a ceiling to what can be purchased, short of commision. Since the most powerful crafters are constantly in demand, the bets gimgaws are from loot or having a PC craft them. Depending on the power of the item, special materials may be required, usually involving a side-adventure or a search that takes time.

I usually allow a 'haggling' roll using various factors to determine street cost. Market value for universally useful items like protection rings (which are always in demand, but more common since everyone can find a use for them) and more expensive for rarer or more obscure items...sometimes sky-rocketing to 150-175% of market value. Occasionally exceptional haggling will occur, dropping the price to 80-90% of market value.

To facilitate this end, the party has contracted a professional broker in Sigil to find them items and find buyers for their loot.

Epic weapons require exceptional investment, always requiring unique components and a personal investment of soul, not just money.
 
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I let them find easily potions and most scrolls in Sigil. Generical minor items can usually be found if one is willing to spend an afternoon looking for them.
For more powerful items, I have them roll Gather Information checks, and sometimes the item just isn't available. Further, the government issues certifications for costly magical items, which makes their cost a bit higher but reduces the chances of finding oneself with a chunk of metal, a Magic Aura spell, and a lot less gold.
 

I'll let the PCs find items up to the market cap, though I do adjust that a bit favoring potions, scrolls and low level wonderous items. My reasoning is that since the feats to make them have the lowest level requirement and generally require the least xp expendature on the creator's part, they would be the more common types of magic items available.
 

I think I've used pretty much all of the options in the poll at one point or other! :p

Currently though, the PCs are around level 30 so their shopping needs are pretty specific, but whatever they need they can either buy, make or pay someone to make.

If they don't find what they need in any of their guilds, they'll go to Union, and if they can't find it there they'll go to Sigil, and if they don't find it there they still have a dozen more planar metropolises to go to...

We no longer bother to RP such shopping trips, I just tell them they spend X days searching before they find what they need. IMHO, an epic game shouldn't be about shopping trips...
 

I might let them find basic, low-powered items, potions, or components, but that's about it. Then again, I prefer very low-magic games as well. I have really evil players that let magic go to their heads ;)
 

The only thing I ever really let my players find/buy are potions and maybe scrolls, and even then it depends on the time of year (market time, traveling merchants visiting, etc) and city they happen to be in. Magic shops/Treasures-R-Us don't exist in my campaign.
 

Low power consumables such as cure potions and the like are fairly easy to find from those who make a living producing such items. Weapons and armor are more difficult to find, most are made on a commision basis rather than mass produced. Unusual items (wondrous items, wands, rings, etc.) are very difficult to find in a shop. If you can, they are somewhat random and usually less useful as the more useful stuff tends to get kept by the finder, or directly traded with someone with a need for it rather than sold for coin.

"Magic shops" in my world mean a place for spellcasters to acquire components, not a place loaded with magic items.
 

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