Vimanda

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I think we're all saying important things. I want the option to design level appropriate/beneficial items, that I can place in situations for players to find. I want players to be able to walk by a store and see some items (that I approved, and placed in the shop); I want them to be able to sell what they have... and purchase something that's helpful from that shop, and desirable to them. I don't need a shop that says "You can have whatever you want, from any book, webpage or friend".

If you don't want players to buy items: don't have a shop. Some campaigns it makes sense; some it does not. The game system they're presenting to us hopefully allows for the diversity we want (it may not, but I'm hoping it does).


Stack wrote:
...*by mid levels character have so many magic items that they look like a Christmas tree when viewed by detect magic

That's valid Stack -- but I don't want cookie-cutter chars plodding thru a campaign either. All feeling like it's been done before. I want things to adjust due to individual choices, and surprises along the way. I think they may be reaching for that, but we'll just have to wait and see.

And Wizzardman, I seem to agree with everything you're posting.


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Ckorik wrote:


Not having a magic item shop doesn't mean magic is 'rare' or that the setting is 'low magic' - it means you have to actually adventure (or create) your magic items...

And it wipes out the players imaginative choices... restricts them to YOUR choices, and 'game design' choices. It's a restriction that limits possibilities.


Ckorik wrote:

... we can do away entirely with 'YE OLD MAGICK SHOPPE'.

Get rid of it - make wands of healing available through temples/churches and just dump the ability to buy any item at any time.

*edit* if you couldn't buy and sell items - then game design could give a wizard a nice staff or the fighter a cool cloak that was useful when appropriate because they players wouldn't go 'hey neat a staff we can sell it for 75k and buy what we want'

Alright, I don't know you -- you don't know me, but my opinion is so far from yours that I'm posting. If you want no variety, I suggest making a house rule (ruining it for the rest of us is just wrong)

Look, fun for some of us is all about the surprise of getting an unexpected magic item and for others it's getting enough coins to buy what we saw in the store.

We're trying to generate the hero in our minds and competing with what YOU think we should have? Geez... perhaps your players might like to have some choice in how their character evolves. Let them make the hero they want -- not the one you or 'game design' forces. I do not want to play a canned game, with canned characters, receiving and doing what everyone else in that situation has done. In contrast, working between individual heroic dreams, and the DM's provided realm has been fun for me on both sides of the table. Removing that option would have prevented some of the best moments my friends and I have ever had playing.