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<blockquote data-quote="doctorbadwolf" data-source="post: 7051303" data-attributes="member: 6704184"><p>This is what I do, except that I do take magic enchantments that are useful, and put them in shops. They just don't have +x bonuses, and when they do, it's +1, and the sort of shop where if you have to ask the price, you can't afford the item. An exclusive boutique for a select clientele, possessed of discerning taste. Maybe +2, but usually not. I frankly just don't like +x gear, in general. </p><p></p><p>I've had whole adventures centered around being hired by such a business, and going to fetch ingredients, or steal a schematic/recipe (I don't call things schema, because I have an irrational dislike) from a rival, or rescue their normal finder from some trouble or other.</p><p></p><p>Or gaining the favors required to trade for a special commission. </p><p></p><p>But most items in the Cannith Catalog that adventurers might spend coin on are things like returning bolts/arrows, potions, alchemical flasks, wands*, etc. a magic sword would make your attacks do normal damage and fire damage, and have a chance of setting things on fire, for instance. </p><p></p><p>But also things like glow rods, everlasting soap, spider rope, maps that draw, in a clean hand, what you've seen that day, spellbooks with more pages than they ought to have or that wiegh very little, pouches for coin that silence the jingle of the coins and make it hard to see the pouch when it is on you, items that allow you to perform certain low level magical tasks as if you could cast the appropriate spell, with recharging charges, like the effects of prestidigitation, etc. </p><p></p><p>But also, one thing to remember with magic items, is that if you have most lvl 6 characters having a +1 weapon, you can balance that out a bit by giving some enemies similar items. I recommend giving enemies the weapons first, and letting PCs keep their weapons of their enemies. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7051303, member: 6704184"] This is what I do, except that I do take magic enchantments that are useful, and put them in shops. They just don't have +x bonuses, and when they do, it's +1, and the sort of shop where if you have to ask the price, you can't afford the item. An exclusive boutique for a select clientele, possessed of discerning taste. Maybe +2, but usually not. I frankly just don't like +x gear, in general. I've had whole adventures centered around being hired by such a business, and going to fetch ingredients, or steal a schematic/recipe (I don't call things schema, because I have an irrational dislike) from a rival, or rescue their normal finder from some trouble or other. Or gaining the favors required to trade for a special commission. But most items in the Cannith Catalog that adventurers might spend coin on are things like returning bolts/arrows, potions, alchemical flasks, wands*, etc. a magic sword would make your attacks do normal damage and fire damage, and have a chance of setting things on fire, for instance. But also things like glow rods, everlasting soap, spider rope, maps that draw, in a clean hand, what you've seen that day, spellbooks with more pages than they ought to have or that wiegh very little, pouches for coin that silence the jingle of the coins and make it hard to see the pouch when it is on you, items that allow you to perform certain low level magical tasks as if you could cast the appropriate spell, with recharging charges, like the effects of prestidigitation, etc. But also, one thing to remember with magic items, is that if you have most lvl 6 characters having a +1 weapon, you can balance that out a bit by giving some enemies similar items. I recommend giving enemies the weapons first, and letting PCs keep their weapons of their enemies. :D [/QUOTE]
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