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Why DMs Don't Like Magic Marts
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<blockquote data-quote="LostSoul" data-source="post: 5483546" data-attributes="member: 386"><p>I don't use magic item marts (4E or so). My setting is post-apoc medieval; shops of any kind are hard to find! This meant that the PCs hung onto their magic items. There might be a use later on; maybe an interesting NPC-turned-henchman could take it. Lots of little magic items.</p><p></p><p>This recently changed. I now require Wizards to spend Arcane Reagents to level up. Residuum can be substituted, as normal. What's a great source of Residuum?</p><p></p><p>Magic items.</p><p></p><p>I don't know what kind of economic impact that would have on the setting, but I think it's in the realm of "now I can handwave away magic item merchants."</p><p></p><p></p><p></p><p>I think that's a cool idea. It's something I wanted to implement in my 4E (or so) game, but haven't done a good job of. Basically, you gain access to only PHB feats, powers, etc.; if you want other ones, you have to find them in the game world. (As it turns out, this means the DM has to put those things in the game world. That's why it's not working out so well.)</p><p></p><p>I think you underestimate the power of that rule for non-gamist play. Storytelling guys could have choices that have a lot of thematic value; simmers could have choices that reflect what their characters have done. The systems might have the same base but they'd look different.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5483546, member: 386"] I don't use magic item marts (4E or so). My setting is post-apoc medieval; shops of any kind are hard to find! This meant that the PCs hung onto their magic items. There might be a use later on; maybe an interesting NPC-turned-henchman could take it. Lots of little magic items. This recently changed. I now require Wizards to spend Arcane Reagents to level up. Residuum can be substituted, as normal. What's a great source of Residuum? Magic items. I don't know what kind of economic impact that would have on the setting, but I think it's in the realm of "now I can handwave away magic item merchants." I think that's a cool idea. It's something I wanted to implement in my 4E (or so) game, but haven't done a good job of. Basically, you gain access to only PHB feats, powers, etc.; if you want other ones, you have to find them in the game world. (As it turns out, this means the DM has to put those things in the game world. That's why it's not working out so well.) I think you underestimate the power of that rule for non-gamist play. Storytelling guys could have choices that have a lot of thematic value; simmers could have choices that reflect what their characters have done. The systems might have the same base but they'd look different. [/QUOTE]
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