Jackinthegreen
Explorer
That's probably true. It's certainly grounded in a certain era and shaped by my particular tastes and experience.
But a lot of that is almost straight out of the 1e DMG on expert hirelings (which all combatants count as), so I'd like to think that it isn't that unusual.
"Employment must be a matter of offer and acceptance, and each player character must do his own bargaining...The likelihood of encountering any given type of mercenary is strictly up to you as DM...Expert hirelings are generally not available for periods of less than one or more months...They recognize hazardous duty, and the cost per day is the same as per month. The supply of such men-at-arms willing to work day to day is strictly limited, so if the PCs lose them adventuring, more will not be likely to be found."
All I'm doing in the above is interpreting on the basis of what I know about history, society, and people why those things are true.
Which is not at all typical. I have never played with a DM that made magic items more available than I do. I'm considered amongst the circles I grew up with extreme in the prevailance of magic as commodity, right really at the edge of what is believable for setting, and generally in every group I have been a player there has been a strong distaste and derision reserved for groups that had 'magic marts' where you could just walk in and buy magic items.
Maybe in your circles, but I've been in groups where a player would have left the group in disgust at picking up a wand as a commodity item at Olivanders. That would be considered childish, ill thought out, and the general presence of magic like that would imply magic as technology which would transform the world in to something quite unrecognizable to them. I suppose these same groups might have been willing to play a well considered techno-magic steampunk setting where magic as commodity was something being explored, but for the default sort of quasi-medieval setting that was generally preferred the notion was scoffed at. Magic as technology was not something common in the fiction of my youth as it is in many current novels
Keep in mind the generational gap here. Most of the young adult crowd (18-25) I game with (doing 3.X though. I know nothing about 4.0's stuff) would wonder why there isn't a wand-mart. Heck, a couple of the illustrations in the Magic Item Compendium literally have between them almost a dozen types of magic boots and the characters are simply trying them on to see how the feel. Pages 76 and 77 if you're interested.
One of the key points with this is, yes, the economics of 3.X are all over the place and most who have done any research into it agree that they're totally broken. But most people aren't too worried about it so long as people don't start using cheesy tricks like turning cows to salt (Flesh to Salt spell in Sandstorm) and selling the salt for a profit. Admittedly that could make for an interesting scenario though where the party has to track down a murderer who disposes of bodies that way, but I digress.
Like I said, it's a bit of a generational gap. D&D before 3.X was more RP, but once the board came into play then it was more like a tactical war game and that's how many players tend to treat it. So far this has been true for at least 3 gaming stores I've been to where at least one D&D group was going, and it was always with a board and mini-figs. The campaign stories I hear a lot from other players on the MinMaxBoards are quite similar. They may not always have magic-marts, but the players seem to want them a bit (and even the DM at times) because the characters don't have the resources to face bigger challenges. In ones of those groups the party had even passed on at least 6 masterwork full plate because they at least wanted something magical to drop, and a substitute DM got a bit flustered because of their low AC. He remarked about that to the actual DM and that DM said "Yeah, I do have a bit of a hard time throwing brutes at them."
I do think your style is unusual when compared to people who have never seen anything before 3.X. It's a very different demographic though, so it's almost expected really.
Something even the designers have noted is that, using 3.X rules, Olympic athletes are about the equivalent of 4th or 5th level characters in terms of skill, possibly even 6th level for the super elite. http://thealexandrian.net/wordpress/587/roleplaying-games/dd-calibrating-your-expectations-2 has a blurb about that where he goes over jump checks in D&D compared to real life.