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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="Maxperson" data-source="post: 9320603" data-attributes="member: 23751"><p>That isn't true. It says that D&D economics isn't the same as 20th century economics, though why they didn't say 21st century economics... </p><p></p><p>The D&D world doesn't have the numbers of people, goods that we have here in the real world, distribution networks, information networks, etc. to pull together a magic item shop in the same way that a 21st century merchant can pull together a shop that sells rare and expensive goods.</p><p></p><p>I mean, the entire section says player characters and not players, so where are you getting "players(more so than characters)? In my experience PCs don't like to see many magic items. Even the ones that are of highly limited use.</p><p></p><p>Fighter: "Okay. We have this instant well that we can toss down on the ground anywhere and draw fresh water from it, then pick it back up again. We should keep it just in case we are ever in a situation where we are out of water, the cleric is somehow unable to create more, and we are dying of thirst."</p><p></p><p>Rogue: "That's very, VERY unlikely to happen. I'd like to have it, though, for personal reasons."</p><p></p><p>Wizard: "Might as well give it to the rogue. We'll never hear the end of it if we don't."</p><p></p><p>Fighter: "Fine. Here you go rogue."</p><p></p><p>Rogue to himself: "This is going to make body disposal so much easier!!!"</p><p></p><p>It doesn't make sense for the fantasy economy of most settings to have magic item shops. Magic items are not common enough to sustain them and the few that do exist generally don't get sold. They become family heirlooms. </p><p></p><p>Now in a setting like Glantri or Eberron where magic is common as spit, and just as interesting as spit because of that commonality, magic item shops could make sense.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9320603, member: 23751"] That isn't true. It says that D&D economics isn't the same as 20th century economics, though why they didn't say 21st century economics... The D&D world doesn't have the numbers of people, goods that we have here in the real world, distribution networks, information networks, etc. to pull together a magic item shop in the same way that a 21st century merchant can pull together a shop that sells rare and expensive goods. I mean, the entire section says player characters and not players, so where are you getting "players(more so than characters)? In my experience PCs don't like to see many magic items. Even the ones that are of highly limited use. Fighter: "Okay. We have this instant well that we can toss down on the ground anywhere and draw fresh water from it, then pick it back up again. We should keep it just in case we are ever in a situation where we are out of water, the cleric is somehow unable to create more, and we are dying of thirst." Rogue: "That's very, VERY unlikely to happen. I'd like to have it, though, for personal reasons." Wizard: "Might as well give it to the rogue. We'll never hear the end of it if we don't." Fighter: "Fine. Here you go rogue." Rogue to himself: "This is going to make body disposal so much easier!!!" It doesn't make sense for the fantasy economy of most settings to have magic item shops. Magic items are not common enough to sustain them and the few that do exist generally don't get sold. They become family heirlooms. Now in a setting like Glantri or Eberron where magic is common as spit, and just as interesting as spit because of that commonality, magic item shops could make sense. [/QUOTE]
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