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Who goes shopping for magic?
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<blockquote data-quote="Deadguy" data-source="post: 1385835" data-attributes="member: 2480"><p><span style="color: PaleTurquoise">I work primarily on the commission approach. Items available are generally confined to what can reasonably be made by the resident clerics and wizards, though it's not hard for PCs to find out the range of feats and costs in a given locale. Pure mechanics suggests that anything outside simple potions and low-level scrolls are available only in larger cities.</span></p><p> <span style="color: PaleTurquoise"></span></p><p> <span style="color: PaleTurquoise">Of the cheaper items like <em>cure light wounds</em> potions and wands, and <em>lesser restoration</em> scrolls, they are often available 'off-the-shelf', since their crafters <em>know</em> there is a ready market for such items. Then again (and this colours my answer) I don't assume that PCs are unique as adventurers. There are other individuals and groups pursuing exactly the same interests as the PCs, with similar requirements.</span></p><p> <span style="color: PaleTurquoise"></span></p><p> <span style="color: PaleTurquoise">As a question for those who place pretty draconian restrictions on the availability of items: do you go to some lengths to 'tailor' the items they find in treasure to the needs of the PCs?</span></p><p> <span style="color: PaleTurquoise"></span></p><p> <span style="color: PaleTurquoise">I am curious, because one of the things I am very happy with 3.X for is getting away from the idea that the only place magic items appear is in monster treasuries. Under earlier D&D versions I had to interfere with random determinations to 'serendipitously' include items relevant to the PCs. Otherwise the tendency was for magic items to be seen as 'just loot for selling'. The act of making magic items available for purchase seems to make the items more special, not less, in my campaigns!</span></p><p> <span style="color: PaleTurquoise"></span></p></blockquote><p></p>
[QUOTE="Deadguy, post: 1385835, member: 2480"] [color=PaleTurquoise]I work primarily on the commission approach. Items available are generally confined to what can reasonably be made by the resident clerics and wizards, though it's not hard for PCs to find out the range of feats and costs in a given locale. Pure mechanics suggests that anything outside simple potions and low-level scrolls are available only in larger cities. Of the cheaper items like [i]cure light wounds[/i] potions and wands, and [i]lesser restoration[/i] scrolls, they are often available 'off-the-shelf', since their crafters [i]know[/i] there is a ready market for such items. Then again (and this colours my answer) I don't assume that PCs are unique as adventurers. There are other individuals and groups pursuing exactly the same interests as the PCs, with similar requirements. As a question for those who place pretty draconian restrictions on the availability of items: do you go to some lengths to 'tailor' the items they find in treasure to the needs of the PCs? I am curious, because one of the things I am very happy with 3.X for is getting away from the idea that the only place magic items appear is in monster treasuries. Under earlier D&D versions I had to interfere with random determinations to 'serendipitously' include items relevant to the PCs. Otherwise the tendency was for magic items to be seen as 'just loot for selling'. The act of making magic items available for purchase seems to make the items more special, not less, in my campaigns! [/color] [/QUOTE]
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