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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="O-Castitatis-Lilium" data-source="post: 9316818" data-attributes="member: 7044618"><p>I don't have a magic item mart in the sense that players can go and just buy whatever they want, but there is usually one person in a city that would know more about magic items than others. If the local weapon shop ends up in possession of like a +1 or +2 somehow, usually they take it to the magic guy who will give them money for it to try and recoup their costs of purchasing it in the first place. Sure, the weaponsmith would know that a magic longsword looks better made and what not, but they might not know what magic is actually on it. Sure, they would know what they are willing to purchase it for, but they might not know what to price it for after. With this they can take it to the magic guy, at least get back what they spent on it and leave it with the guy. that way their shop doesn't become a target for robberies over a sword that might be being tracked or even has a powerful enchantment on it.At least at the magic item vendor, they would have certain spells and such set up for that type of protection. Now, these places MIGHT have a storefront depending on how massive the city is, but others might just be a person in a normal looking ohouse in a random part of the city that players could possibly get info on. The small houses that don't have much, maybe like 5 or 6 items total, usually these are common or uncommon items at most. Usually I try to tailor loot to my players and what they are playing, and also what they might need later on, but there are some occasions where one of them just wants to take a look around and see what might be available to help them out now that could also help someone later on.</p></blockquote><p></p>
[QUOTE="O-Castitatis-Lilium, post: 9316818, member: 7044618"] I don't have a magic item mart in the sense that players can go and just buy whatever they want, but there is usually one person in a city that would know more about magic items than others. If the local weapon shop ends up in possession of like a +1 or +2 somehow, usually they take it to the magic guy who will give them money for it to try and recoup their costs of purchasing it in the first place. Sure, the weaponsmith would know that a magic longsword looks better made and what not, but they might not know what magic is actually on it. Sure, they would know what they are willing to purchase it for, but they might not know what to price it for after. With this they can take it to the magic guy, at least get back what they spent on it and leave it with the guy. that way their shop doesn't become a target for robberies over a sword that might be being tracked or even has a powerful enchantment on it.At least at the magic item vendor, they would have certain spells and such set up for that type of protection. Now, these places MIGHT have a storefront depending on how massive the city is, but others might just be a person in a normal looking ohouse in a random part of the city that players could possibly get info on. The small houses that don't have much, maybe like 5 or 6 items total, usually these are common or uncommon items at most. Usually I try to tailor loot to my players and what they are playing, and also what they might need later on, but there are some occasions where one of them just wants to take a look around and see what might be available to help them out now that could also help someone later on. [/QUOTE]
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