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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="LordEntrails" data-source="post: 9325935" data-attributes="member: 6804070"><p>I too don't like or use magimarts. But I think your reasoning is significantly flawed and premised based only upon your table and not a broader thought for the genre. In particular:</p><p></p><p>There are lots of tables that have no problem with other distribution systems. To me it seems to me to be dependent upon the maturity and nature of the players.</p><p></p><p>And...? You provide very flawed reasoning to support this. Take a setting like Eberron, Magic Selling stores are not a big problem there. (see * below)</p><p></p><p>Because you know, security? If you are able to collect millions of GP worth of magic items, surely your not just going to secure your store with a pair of CR1 guards are you? No, the defenses of such an establishment need to be proportionate to the wealth contained within. Besides, these places would have access to the best/most powerful of magics, and so should easily be protected by such.</p><p></p><p>They don't need to be powerful, they just need to be able to be rich enough to hire others. Besides, even in today's world there are plenty of examples of wealthy or powerful people who hire others to do the mundane and/or dangerous on their behalf. Not everyone has the same desires in life, and adventurers and those willing to adventure are small part of the population.</p><p></p><p>* Finally, you fail to address the scale or worth of the magic items available for sale. The impacts to design, adventure and realism points are vastly different if a magimart sells common potions and scrolls of cantrips versus one that sells a collection with items like a staff of power, robes of the archmage, and armor of invulnerability.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 9325935, member: 6804070"] I too don't like or use magimarts. But I think your reasoning is significantly flawed and premised based only upon your table and not a broader thought for the genre. In particular: There are lots of tables that have no problem with other distribution systems. To me it seems to me to be dependent upon the maturity and nature of the players. And...? You provide very flawed reasoning to support this. Take a setting like Eberron, Magic Selling stores are not a big problem there. (see * below) Because you know, security? If you are able to collect millions of GP worth of magic items, surely your not just going to secure your store with a pair of CR1 guards are you? No, the defenses of such an establishment need to be proportionate to the wealth contained within. Besides, these places would have access to the best/most powerful of magics, and so should easily be protected by such. They don't need to be powerful, they just need to be able to be rich enough to hire others. Besides, even in today's world there are plenty of examples of wealthy or powerful people who hire others to do the mundane and/or dangerous on their behalf. Not everyone has the same desires in life, and adventurers and those willing to adventure are small part of the population. * Finally, you fail to address the scale or worth of the magic items available for sale. The impacts to design, adventure and realism points are vastly different if a magimart sells common potions and scrolls of cantrips versus one that sells a collection with items like a staff of power, robes of the archmage, and armor of invulnerability. [/QUOTE]
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