Pros and Cons of the Magic Shop


General Discussion (Prerelease)

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Asgetrion wrote:
Bagpuss wrote:
The fact is that we all know that things of value can be secured. After all, high-level dungeons are secure against nearly everyone and if the treasure in there wasn't worth it, no thieves would go in there. So the trick is to make the difficulty of breaching the security more than the benefit of stealing the stuff, just as it is in our own world. That would add to the cost of buying the items, but to first order that ought to be factored into the cost already (but you would always use it to make the items more expensive, of course).
The thing is, high-level magic store owners *can* afford such protections (e.g. constructs and magic traps) but low-level casters in small communitites (that have been mentioned on this thread as examples) could not.

So they make things on demand. "Come back tomorrow, I'll have your scroll made. Oh yeah, you need to pay 1/2 up front and if I do not see you again before one year passes, then I will sell it off."

"Magic stores" need not have all items that are available on hand immediately.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
CharlieRock wrote:
Dragonchess Player wrote:
Werecorpse wrote:
I always thought one of the problems with the magic shop (above low level items) is that the assets of the shop are so valuable that the shopkeeper and guards have to be uber powerful- in which case why are they working in the retail industry?
They use the same techniques as gem-cutters, jewelers, and moneylenders. No one thinks it odd to go shopping for 5,000+gp diamonds, figurines, etc. (i.e., material components) or sell works of art for cash, but some are up in arms that someone would buy or sell a 2,315gp +1 longsword. Slight discontinuity there.
Not so much for a +1 anything. More I have objections to a player strollingup to a stall and buying a +5 vorpal sword of flames. Big difference. With the +1 , a merchant may feel relatively secure that the customer will be able to pay and leave. With the +5 the customer may be more inclined to (once getting the +5er in hand) renegotiate.

If you read my previous posts, I am not advocating that sort of magic shop. My position is 1) some merchants may have occasional magic items that are comparable in cost and function to their normal inventory, 2) cities will likely have specialty shops that have a modest selection of magic items from the minor lists, and 3) other magic items will need to be specifically commissioned from an NPC able and willing to enchant it, found/looted, or enchanted by a PC. However, many people keep using the slippery slope argument that if magic shops exist, then they must have every possible item in stock for immediate sale.

Besides, even if magic shops can sell high powered items, it's unlikely they would. It's more economical to add to the enchantments of an already existing item instead of "buying" a different item to replace the one you already have, which means that there will be limited demand for such items in magic shops. Items more powerful than the basic ones from the minor lists are likely to have been enchanted by/for a specific person or family and will reflect their preferences. While such items may occasionally be sold, their high value, specialized nature, and possible historical significance will keep such sales rare at best.


I have magic shops in my world, but they don't have everyhting under the sun available at all times.

First I enforce the gp limit for the location. Then, if a PC wants a specific item, I do a d20 roll against the caster level of the item; if it succeeds, it is available, if it fails it is not. If the item is of use to only a specific race or class, I add/subtract a modifier to the caster level of the item as appropriate to the town's relationship to that class or race.

Any item can be commissioned, within the gp limit. The time it takes is determined by the gp cost. One day per 1k gp, if I recall. Any change to an existing item is by definition, a commissioned job.

If the PCs are just browsing to see what is available, I will roll a few random items of appropriate gp value to the gp limit of the town.


It seems that you do not get anything for sold items and some items are know totally useless to most characters.


I my self believe that the traveling merchant type vender has worked out best in my games. You distribute a limited amount of items, just in case you have a greedy person in the party.

Sovereign Court

Dragonchess Player wrote:

My position is 1) some merchants may have occasional magic items that are comparable in cost and function to their normal inventory, 2) cities will likely have specialty shops that have a modest selection of magic items from the minor lists, and 3) other magic items will need to be specifically commissioned from an NPC able and willing to enchant it, found/looted, or enchanted by a PC. However, many people keep using the slippery slope argument that if magic shops exist, then they must have every possible item in stock for immediate sale.

Besides, even if magic shops can sell high powered items, it's unlikely they would. It's more economical to add to the enchantments of an already existing item instead of "buying" a different item to replace the one you already have, which means that there will be limited demand for such items in magic shops. Items more powerful than the basic ones from the minor lists are likely to...

Personally, I think that some high-powered magic items will be available in a given place at a given time, some won't, and it'll be a weighted sort of chance as to whether a particular item is available in a particular place (weighted by rarity and value and the nature of the place in question, and the time). Of course, that item may well be available somewhere, so it may be obtainable with some delay or with a journey (I guess we could have adventurers commissioned to guard the item on its way back to the purchaser, for a variant on the simple 'caravan train' adventure).

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