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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="Oofta" data-source="post: 9315591" data-attributes="member: 6801845"><p>Short version: </p><p>Like others I do a barter system, with shops and brokers. A shop may have a few items on hand but for the most part it's for buying, trading items or selling items. Some items will not be available, others may take time to procure. Most uncommon items are relatively simple to procure (I limit a few) while legendary items are never for sale. I used to randomize prices, but now I just have a standard price list based on rarity.</p><p></p><p>Longer version:</p><p>I like to think what would be logical in my world based on assumptions of how it works much the same as the real world with magic. Magic items, barring something catastrophic last forever. That +1 sword someone lost in a river? The river changed course decades later, decades after that someone was digging down to put into a foundation for a house. The sword is still bright and shiny. </p><p></p><p>So it makes sense to me that even if the creation of magic items is rare, magic items could still be available. Since they are valued, there will be a market. Value of magic items doesn't even need to correlate to it's utility. After all, a 1938 Superman comic book just sold for $6 million. </p><p></p><p>The other aspect of this is that I don't care much for the "go to the dungeon for the sole purpose of finding loot". If there's a magic item recovered, it was likely something useful to the enemy, but not necessarily the party. They have to have a way of disposing of it somehow. In addition, while I occasionally give out magic items as rewards from grateful benefactors, I don't really think much about what magic items the PCs may want. I'd rather just give them gold to buy things, it's not like there's much to spend your money on in D&D in most cases unless you're spending it on real estate and construction of a keep. </p><p></p><p>I guess I just don't see a problem with a magic mart unless it's expected that you have a +x weapon by level y. Getting magic items is just part of the character build and as long as I limit the amount of wealth the PCs have I also limit how powerful the items are. Along with that I can curate the list of items and if I think something would be disruptive or overly powerful, it's simply not available. Meanwhile, having toys is fun and that's the goal of the game, right?</p></blockquote><p></p>
[QUOTE="Oofta, post: 9315591, member: 6801845"] Short version: Like others I do a barter system, with shops and brokers. A shop may have a few items on hand but for the most part it's for buying, trading items or selling items. Some items will not be available, others may take time to procure. Most uncommon items are relatively simple to procure (I limit a few) while legendary items are never for sale. I used to randomize prices, but now I just have a standard price list based on rarity. Longer version: I like to think what would be logical in my world based on assumptions of how it works much the same as the real world with magic. Magic items, barring something catastrophic last forever. That +1 sword someone lost in a river? The river changed course decades later, decades after that someone was digging down to put into a foundation for a house. The sword is still bright and shiny. So it makes sense to me that even if the creation of magic items is rare, magic items could still be available. Since they are valued, there will be a market. Value of magic items doesn't even need to correlate to it's utility. After all, a 1938 Superman comic book just sold for $6 million. The other aspect of this is that I don't care much for the "go to the dungeon for the sole purpose of finding loot". If there's a magic item recovered, it was likely something useful to the enemy, but not necessarily the party. They have to have a way of disposing of it somehow. In addition, while I occasionally give out magic items as rewards from grateful benefactors, I don't really think much about what magic items the PCs may want. I'd rather just give them gold to buy things, it's not like there's much to spend your money on in D&D in most cases unless you're spending it on real estate and construction of a keep. I guess I just don't see a problem with a magic mart unless it's expected that you have a +x weapon by level y. Getting magic items is just part of the character build and as long as I limit the amount of wealth the PCs have I also limit how powerful the items are. Along with that I can curate the list of items and if I think something would be disruptive or overly powerful, it's simply not available. Meanwhile, having toys is fun and that's the goal of the game, right? [/QUOTE]
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Worlds of Design: The Problem with Magimarts
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