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Why DMs Don't Like Magic Marts
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<blockquote data-quote="delericho" data-source="post: 5483050" data-attributes="member: 22424"><p>Meh. Some campaigns, I like magic item markets and use them. Other games, I don't like them and don't use them.</p><p></p><p>In any case, the "Magic Item Walmart" is an exaggeration not really supported by the 3e core rulebooks. (Any more than "every encounter must be at an EL equal to the party level".) All the books say is that in a town of size X, there is likely to be <em>someone</em> willing to part with an item of value Y - which may be the same in effect, but is <em>vastly</em> different in feel.</p><p></p><p>There is, however, some truth in magic items being a point-buy system, and there being optimisation problems with point-buy systems. I'm leaning very strongly towards the notion that the numerical modifiers a character uses (for attacks, AC, etc) should be a factor of <em>the character</em>, and magic items (and mundane items for that matter) just allow the character to <em>use those modifiers in new and interesting ways.</em> (Effectively, silo "what the character can do" from "how good the character is at doing it", with magic items strictly expanding the former, never the latter.)</p></blockquote><p></p>
[QUOTE="delericho, post: 5483050, member: 22424"] Meh. Some campaigns, I like magic item markets and use them. Other games, I don't like them and don't use them. In any case, the "Magic Item Walmart" is an exaggeration not really supported by the 3e core rulebooks. (Any more than "every encounter must be at an EL equal to the party level".) All the books say is that in a town of size X, there is likely to be [i]someone[/i] willing to part with an item of value Y - which may be the same in effect, but is [i]vastly[/i] different in feel. There is, however, some truth in magic items being a point-buy system, and there being optimisation problems with point-buy systems. I'm leaning very strongly towards the notion that the numerical modifiers a character uses (for attacks, AC, etc) should be a factor of [i]the character[/i], and magic items (and mundane items for that matter) just allow the character to [i]use those modifiers in new and interesting ways.[/i] (Effectively, silo "what the character can do" from "how good the character is at doing it", with magic items strictly expanding the former, never the latter.) [/QUOTE]
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