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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="Starfox" data-source="post: 9330079" data-attributes="member: 2303"><p>Despite all I've said about having magic shops in my setting, playing 5E I've come to the conclusion that lots of magic items is not a good thing in this game. So, how to combine these conflicting ideas?</p><p></p><p>What I am planning to do is to say that there has been an inflation of magical items. Most characters of any level have magic weapons and armor, but since everyone has them, I'll consider these modifiers to cancel each other out. So, magic items significant enough to actually matter will be very rare and expensive. Utility items ought to be relatively cheap with this reasoning, but likely I won't let them be too cheap, tough still less expensive than the weapons powerful enough to matter. Weapons magical enough to bypass resistance to non-magical weapons will be cheap.</p><p></p><p>By this kind of reasoning, magical emporiums can exist in the setting, while still not allowing players to purchase many magic items.</p><p></p><p>Of course, my next Greyhawk game might use the Blades in the Dark rules, so this all might have to be reworked, but the principles can still apply. Most magic items in BitD can be mashed into tier advances.</p></blockquote><p></p>
[QUOTE="Starfox, post: 9330079, member: 2303"] Despite all I've said about having magic shops in my setting, playing 5E I've come to the conclusion that lots of magic items is not a good thing in this game. So, how to combine these conflicting ideas? What I am planning to do is to say that there has been an inflation of magical items. Most characters of any level have magic weapons and armor, but since everyone has them, I'll consider these modifiers to cancel each other out. So, magic items significant enough to actually matter will be very rare and expensive. Utility items ought to be relatively cheap with this reasoning, but likely I won't let them be too cheap, tough still less expensive than the weapons powerful enough to matter. Weapons magical enough to bypass resistance to non-magical weapons will be cheap. By this kind of reasoning, magical emporiums can exist in the setting, while still not allowing players to purchase many magic items. Of course, my next Greyhawk game might use the Blades in the Dark rules, so this all might have to be reworked, but the principles can still apply. Most magic items in BitD can be mashed into tier advances. [/QUOTE]
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Worlds of Design: The Problem with Magimarts
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