Satyrn
First Post
I just had a thought here that might balance your concern about having magic weapon shops with keeping powerful magic rare.My biggest concern is that a magic economy along the lines of what you saw in 3.5 and 4e simply would not work, balance-wise in 5e. And I worry about what kind of fit that makes Eberron for 5e in general. There's a reason why Ravenloft, of all places, was the first setting they dipped into in 5e (and why Planescape keeps getting name-dropped); 5e's magic item rarity seems to parallel the game's TSR days, which is making those editions prime material for new 5e settings, in much the same way that Dark Sun's de-emphasis on Vancian-casting classes made it a logical choice to bring into 4e.
I wanted to see if I could wrap my head around an Eberron that doesn't have 3.5/4e-style magic weapon shops, such that, if was determined that that level of magic item rarity was incompatible with 5e, that there could still be a place in this edition for the setting.
Now, that sentence should lead you to thinking I'm about to suggest you stock the magic weapon shops with nothing greater than +1 weapons, but I'm not. I'm actually suggesting that the magic weapon shops are stocked with weapons that, while magical, are not so great that they grant a bonus at all. Instead, they're magically lighter, balanced, prettier. They glow, or whistle, or make the wielder seem fairer. Just various qualties that adventurers don't care much about.
And so the really good magic weapons (the stuff in the DMG) wind up being coveted as mastercraft magic, rare and hard to come by, like the artwork of a picasso or monet - in a time where such masters are living and producing, and you could commission a work from them.