Pinky's Brain |
Furthermore, the rules don't say that "you can have this", IIRC the rules suggest you to roll for a 70% of finding a specific item in a city if its price is below a certain ammount, otherwise you roll a few available random items, far from MagicMart for high level items!.
Good thing that a lawful good outsider will go on a shopping spree for you for a reasonable fee, teleporting around the world at will until it finds the item you want :)
wraithstrike |
I would like to hear the OP's reason of why not.
In a separate, but probably related note: Magic items are not mysterious and wonderful to me as a player. A new item in a new book may be, but like anything else that is new it eventually gets old, and telling me I can't have it won't make me suddenly go back to thinking it is wonderful.
Kenneth Cole |
Depends on where they are.
For example, the party of adventurers I'm running was just in Daggermark, home of both the Assassins' Guild and the Poisoners' Guild. I told them that if they wanted any alchemical substance or poison, now was the time to pick it up, because the shopkeepers would happily sell it to them, and the only problem with getting anything would be running out of stock, not something being illegal.
Later, they got into a town with a Coliseum and big business with gladiator stuff. I told them that anything related to that, including all reasonable healing magics, would be for sale with no trouble. Anything beyond that, ask.
I don't believe in every town having a magical mage-mart on every corner with infinite supplies of everything or the ability to order it with instantaneous shipping via teleport. But if a city is known for a certain good or a certain business, all the items related to that should be available there.
I like that method. Seems very logical.
Kenneth Cole |
Personally, I don't have 'ye olde magic shop' but weapons shops/blacksmiths are stocked with magical items... usually they have mostly items under +2 or less value, with a total if 15-20 objects higher... all of these items are rolled randomly before the session. They can special order a particular item if they can wait for 3D6 weeks (rerolling 1s if they are asking for anything particularly hard to find)
That's about what I do in the medium major sized cities of my campaign. I do have a couple magic shops in the really big cities.
Kenneth Cole |
Depends on the Campaign setting.
Dark age world, were 98% of people are poor peasant and were you have high magic but only 1-2% (PC) are casters. = No D&D = Very's from yes to no. Never could understand how you have tons of cleric, wizards, bards, and still be stuck in the Dark ages for thousands of years at a time, with no magical advancement. = Yes or No based on the world and area. Modern Magic = Magic is used by most, No NPC takes the commoner/warrior class, most NPC have at least one level in a caster class (cleric, bard, wizard, sorcerer, druid). Magic is used as Technology. = Yes
(magic item cost changed to Silver; except Masterwork items and Material Component cost still in Gold) = Mast Production.
<NPC wages are 10 times greater than listed in PHB>Futuristic World = Magic and Technology are at there peak (9th level in both). Most NPC have a level in a magic class and engineering class. The best of both world is used, and combined freely. = Yes
(magic item cost changed to copper; except Masterwork items and Material Component cost still in gold) = Mast Production.
<NPC wage are still 10 time greater than listed in PHB>....
It really just depends on the game world.
Got ya. That really makes sense. I guess I was thinking most people just run one campaign world 90% of the time.
Kenneth Cole |
Yes but it's not like running down to Target to pick up a fancy wand. You need to go to the right places to begin with:
1) Arcane scrolls, potions, wands: wizard schools, libraries, local wizards
2) Divine scrolls, potions, wands: places of worship
3) Everything else you need to search for. The Diplomacy DC is equal to the caster level of the item. You gain a bonus equal to the Economy modifier of the settlement. You are limited to the purchase limit of the settlement. If you want to find something that would be beyond that limit, then the DC increases by +5 for every settlement size difference. So if you are in a Thorpe and are looking a Manual of Bodily Health +4, then the DC is 17 + 35 = 52. If he is looking in a Large Town then the DC is 17 + 15 = 32. This will only give him an idea of who may have the item he seeks. It doesn't mean that he will automatically get the item.I don't have magic item shops. Just because you may have found someone with the item doesn't meant that person is willing to just cough it up for the Blue Book value. You may be able to haggle or negotiate to adjust the price. This is where role playing comes in handy but it I don't want to spend more than a few minutes shopping so I let the player speak his piece and then we do a quick Diplomacy roll to see how well you did. Usually the owner is Indifferent. If the owner is Unfriendly then the cost increases by 10%. If the owner is Hostile then the price increases by 25% or more. If the owner is Friendly, the cost is reduced by 10%. If the owner is Helpful then the cost is reduced by 25% or more.
And to me this seems like the ideal way to run it. Some items are common, some rare, and some exceptionally rare.
One of the reasons I've asked this question is because sometimes the developers make it sound like they'd expect every item to be hanging on a wall at Wizards'R'Us, or Blessed Buy.
KnightErrantJR |
Sadly, my players are more the "I'm ready for the next scene, Mr. Director" types...
I remember having a group of players and working very, very hard to come up with hooks for each character to follow up on. Two of the players dove right in, bit the hooks, and made their own parts of the story.
The third guy started telling the other people in the group that he didn't really like the campaign as much as he could because I wasn't telling him what his character should be doing outside of combat.
Ironically, when it was his turn to GM, we all desperately clung to every decision we got to make and tried to find some way to have some kind of free will in between his declarations of "you decide going to this town will be a good idea."
Kenneth Cole |
Yes.
The items that are spectacular and wondrous and interesting? You find those, hidden away in dark crevices or temples, being used by malcontents or monsters, left behind by ancient peoples. It doesn't mean that normal magic items can't be interesting.
When it comes down to it, describing the bracers of armor +1 the wizard bought as a strand of 108 prayer beads or maybe a collection of gold-stamped cat charms helps ground the magic in the game and less in the book. Besides the snazzy description I can give a cloak of resistance +1, after a long time of gaming, no one is excited or bedazzled or even struck in awe by a +1 to AC or to saves. It takes the really special stuff that you can use creatively to get people's gears turning ("You mean this gauntlet actually has screwed itself into my wrist... and I can fire my fist as a grappling hook? You mean it has a mind of its own, too? And an eye on the back of the hand I can see out of?!").
I've actually had players gush more over completely mundane items than magic items. In a recent game, for his heroism, I had the members of the Varisian community make him a sturdy trench coat with the Varisian saying for 'Good luck' (Let me live) on the back. You'd think he didn't even get full access to the city's armory as well by the amount he treasured that jacket.
But even snazzing items up with cool descriptions or minor cosmetic features can backfire. Like...
"That item's an upgrade for you-- why don't you use it?"
"Oh. You described it as a pair of rubber yellow gloves and I think that looks stupid."
EXCELLENT advice. Thank you :)
IkeDoe |
IkeDoe wrote:Furthermore, the rules don't say that "you can have this", IIRC the rules suggest you to roll for a 70% of finding a specific item in a city if its price is below a certain ammount, otherwise you roll a few available random items, far from MagicMart for high level items!.Good thing that a lawful good outsider will go on a shopping spree for you for a reasonable fee, teleporting around the world at will until it finds the item you want :)
Depends on how specific is the item you want, only "large towns" or better have Major Items. There are 1000's of combinations of base items, special abilities, enhancements, spells and materials.
Finding a +6 Str belt seems more than feasible.However finding a "+5 Mithril Breast Plate with Medium Fortification and Spell Resistance" may require hundreds of teleportations, shop finding, etc. Which means a lot of time, even a small chance of not finding a very specific item.
Kenneth Cole |
Yah you betcha! Have since I started running games back in 2nd edition. If I didn't, I'd have players taking all the craft feats and making them at half price, so by allowing them to purchase them in large enough cities I'm keeping them from getting even more than what they can already.
Sure you could house rule the feats aren't available, but all you're doing is messing with the game balance. The designers made the game assuming an average wealth per level worth of items, by not allowing item purchases, you're either screwing your players out of treasure by giving them items they can't/won't/don't want to use, or you're picking out treasure specific for each PC, and if you're doing that, why not just let them buy what they want to begin with.
If they decide to keep an item that was handed out, they're better off than selling it and buying something else, since they have to sell it for half the market value. So while they might be able to get something that will work better for their character by buying it, they're having to use more resources in order to do it, so it balances out in the end, at least in my eyes.
Interesting.
Here's how I've always handled magical items:
I build the equipment of enemies to both suit the enemy and to do one of two things: 1) Be usable by one of the PCs, or 2) Be disdained by the PCs (that is, they would leave it where it fell unless they had some reason to want to destroy it).
I build treasure hordes (that have magic) to have a few items of lesser power that are really rather random, but also include one or two magical items that the PCs would really treasure and use.
I've had very few PCs actually give up magical items. Usually they hold on to ones they stopped using so that they can 1) hand them out to henchmen and followers, 2) award them to younger adventurers they encounter later (either as they play the character, or the new character encounters them as NPCS), 3) pass them on to their children (very very rarely gets that far into the campaign), 4) enchant them to a higher power, 5) hang them on their wall as a trophy, 5) use them for trade at some of the very few magical item shops I have, or 6) start their own business selling such items.
My favorite character I ever played was Trior Steelguard (you'll see me post as him a few times on here). He was a priest of a god of war, and he made his living as an arms dealer. He collected magical items (particularly weapons) and sold them to groups of people at war with each other. When he got higher level he started traveling through the planes to get to other campaign worlds and expand his business. :)
In my opinion, PCs should shape the campaign world. If a city doesn't have a magic shop, but a PC starts one, then it will probably thrive. Doing things like this encourages players to retire their characters, and offer services and businesses that they themselves would want their other future characters to be able to make use of.
I have two really big cities in my campaign that do sell magical items. There are multiple businesses that offer different types of items. Most are very low power, but occasionally you can find something cool. Finally, many cities and towns have peddlers of antiquities who sometimes have a magical item and don't even know it. It just takes the PCs really searching a town when they get there.
Finally, I'll say that the idea that "every item" is for sale, does seem contrived. The GP value is there for the system to work, but it isn't there to imply that PCs can just walk into Wizards'r'Us or Blessed Buy and see the item on display.
I think that's really what most of us GMs do (from what I've read here).
Thank you!
Ken
Kenneth Cole |
Well you have to look at it from a perspective of about 2% of the population being adventurers, much less being of sufficient level to craft items, and then smaller still those that are spell casters, then also take into consideration that most of those made magic items aren't created with resale in mind and they're very often removed from the "economy" in a cavern/dungeon/alternate plane/monster stomach or some such due to a failed adventure.
There aren't traditionally thousands of retired adventurers looking to pawn off their possessions, or just retired adventurers as a whole.
Arguments can be made either way for it depending on the campaign setting. Some people like the idea of huge armies of magically equipped warriors and others would rather like a +1 weapon to be a rare and wonderful thing and that's not even counting all the people in between! :)
Exactly some of the things I consider.
KnightErrantJR |
On the original topic:
I totally understand if people are trying to construct a low magic feel to their campaigns, or if they want a lot of magic but want to control how it enters the game in a stricter fashion, and as long as they realize that they will have to do a fair amount of work as GMs to make sure they aren't really screwing their characters, that works out fine.
However, to defend the "default" assumptions of the game, i.e. that you can find and buy magic items, I'll throw in a few comments.
There are myths and legends about heroes going to a dwarf or even to a masterfully skilled, world renowned blacksmith or artisan to craft magic items for them. In the pulp stories that inspired D&D originally, you can find references to strange magic shops and bazaars, for example, in the Fafhard and Grey Mouser stories.
I get the feeling that people go a bit "in for a penny, in for a pound" when it comes to buying magic items. While I don't like the idea of PCs just happening to find what they need all of the time, there is still a bit of a disconnect between that scenario and assuming that someone that has magic for sale will be selling everything in the shop that is appropriate to the wealth level of the settlement.
By now its become a pretty solid trope that dwarves are master craftsmen, and in Pathfinder they can take a few feats to justify how they can make magic weapons and armor, for example. And any setting that has a god of wealth of any stripe is probably not going to be against their members making magic items for money to support the faith in the manner to which it has become accustomed.
Also, with the addition of the Bestiary 2, you now have alien magic item merchants and extra-planar magic item merchants as "monsters" that are likely to be able to find what an adventurer needs.
Even in smaller cities, its not too hard to picture that there isn't one magic shop, but an alchemist on one corner that has X, a skilled dwarf with Y available, some temples that sell divination or healing themed magic, and hedge wizard that's primarily concerned with enhancing objects to make a living.
If its really a sticking point from a roleplaying perspective, you can still easily make magic items available but make the PCs wait while its "custom" built. It even builds some downtime into the game to let the PCs do things they would want to do with their downtime.
As to the "super legendary" weapons in stories, if you notice, in Pathfinder, the cap of what is available for sale even in a huge metropolis is much lower than 3.5. The legendary "kingsword" will still likely be the work of their own hand, or something they find, but by limiting only the really top end, expensive magic items, the game still functions with the mid range and lower upper tier magic items obtainable so that PCs have the "expected" magic items.
I can understand not liking all encompassing magic shops, but I do think you can get around that idea in setting with just a few added details to flesh things out. On the other hand, I can respect lower magic, more restricted access to items, I'll just say, please make sure your players know that is a feature of the setting they are playing in before they get too far into the campaign, because its does change how someone might develop and envision their character.
Kenneth Cole |
What i really want to know is why the NPC are not killing each other left and right for that
Light Horse = 75 gold = 20% stolen = 15 gold resale value.
Guard Dog = 25 gold = 20% stolen = 5 gold resale value.
Tent = 10 gold = 20% stolen = 2 gold resale value.
Leather armor = 10 gold = 20% stolen = 2 gold resale value.
Dagger = 2 gold = 20% stolen = 4 silver resale value.When a Untrained Hireling only makes 1 silver per day, and a Trained Hireling makes 3 silver per day.
The only people who can make a living in gold are Casters (caster level x spell level x 10 gold) + Material component.
....
Oh well, ...... guard dog, what guard dog, i did not see any guard dog around here. . . . Chee ching $$$$$.
Interesting implications for the evil Druid.
Druid PC: GM, I cast Animal summon.
GM: A horse saunters out of the woods.
Druid PC: Ok, I take the nice horse over to the local market and sell it.
Of course, the duration is probably an issue, but still funny :)
Kenneth Cole |
Yes, but there are caveats.
Consumables (Potions, Scrolls, Wands), fairly easy to buy or commission from the local temple, mage academy, druid commune what-have-you.
Weapons, Armour, Wondrous Items, Rings, Staves, Rods: Usually the PCs tend to come across this stuff as they adventure, but occasionally they go shopping for it. Usually magic items with a +1 Bonus (or GP) can be purchased (or ordered) from most cities. Otherwise it's usually a matter of patronage in order to get other magic items commissioned, it's difficult to find a spell-caster willing to take time out of their busy schedule willing to just knock out a magic item for the PCs.
My reason for this is simple -
It makes Item Creation feats worth something (if magic items are easy to purchase, then Item Creation feats just become Feats for GP. If magic items are more difficult to purchase then they become invaluable tools for the party).
It makes my PCs invested in the world - needing to stroke an eccentric wizard's ego. Or complete a side-quest for a local druid makes for great adventure fodder. Also the occasional moral dilemma, sure the Cleric of Asmodeus is willing and able to make you a Wand of Breath of Life, but he does need you to collect on an unpaid contract... how much is it really worth to you?
Excellent points.
Kenneth Cole |
Yes. I allow the purchase of magical items as per the rules. I have found that without the items that the party tends to have a very difficult time dealing with encounters.
I'm not suggesting, of course, that you don't give out magical items. But, in my way of thinking, they should be a reward. If you plan to have your characters fight something later on that requires you have a powerful magical item, then put that magical item in as a part of the adventure before hand, or have them have to quest for it.
Just my thought.
Kenneth Cole |
Yes.
And why do you make it sound (the all-caps REALLY) as if this was worse than murdering puppy dogs?
LOL
Sorry if I made it sound that way.
It really depends on the campaign world, region of the campaign world, and the style of the story you're running.
I too sell magical items, just not everything all the time.
I admit that I am surprised by how many people seem to think it is a requirement to sell magical items in order to play a Pathfinder campaign. The system is just an option, and I think there are enough posts just on the first page of this thread that shows that many GMs find it unnecessary (albeit occasionally desirable or useful) to sell magical items in shops.
Really I am just curious as to the ratio of those who do and don't.
Thanks for replying! :)
Ken
CoDzilla |
I've noticed repeatedly comments in various threads by players and the game developers that buying magical items is common place.
Now, Pathfinder Society ASIDE (please), how many GMs out there really have players buying magical items like most of us buy appliances at the local store?
A simple Yes/No is good, but comments and advice are appreciated :)
Thanks!
Ken
Absolutely. To adventurers, magic items ARE as common, and utilitarian as appliances. They need access to them as such to function. Particularly the weaker ones.
Mage Mart is a balancing tool.
AndYouNeverWake |
I suppose the answer to whether a GM "should" is based on the power level of the game. I always run ridiculously high powered games (my players and I enjoy it), so the oft-mentioned "MageMart" usually exists for me in towns an economy size or two less than should actually support it. If not, a quick teleport or two solves the problem.
I have found that at the end of the day, most players don't care whether or not the local economy should support the kind of transactions going on, as long as they know why the mage who creates the items is not adventuring herself. If your caster level is sufficient to crank out the bigger wondrous items or even staves, you're probably smart enough to prevent theft. Worst case scenario, my PC's cool their heels while the wizard custom crafts something they want.
To me, there's nothing worse in table-top RPG's than feeling underpowered in the line of duty, especially when stupidly-powerful villains are running amok, doing villainous things in all corners of the globe.
Dragonchess Player |
I'm using the 1e PHB as a mousepad. Let me check...
Permanency is an automatic -1 con in 1e.
Which is pretty meaningless when a Wish can raise it right back. Per pg. 11 on the 1st Ed AD&D DMG, as long as the score is under 16, it's one Wish per point of increase.
Permanent magic items (unless clerical/druidic or racial items, as laid out on pg. 116-118) could only be made by 16th+ level magic users with 16+ Int (to be able to cast Permanency) or 14th+ level illusionists (using Major Creation and Alter Reality) in 1st Ed AD&D, anyway. Given the limitations, most "minor" permanent items would probably be created by churches or illusionists. The only magic users willing to "mass produce" permanent magic items would be 18th+ level arch-magi with 18+ Int who can cast Wish to recover the lost point of Con (of course, an arch-mage should have raised all of his ability scores other than Int to 16 with Wishes, if we're actually running them "correctly" in 1st Ed).
Bill Dunn |
Which is pretty meaningless when a Wish can raise it right back. Per pg. 11 on the 1st Ed AD&D DMG, as long as the score is under 16, it's one Wish per point of increase.
Meaningless? When that wish is going to age you 3 years (1e DMG page 13)? I wouldn't consider that meaningless.
Helic |
One thing to consider about this whole issue is the time, effort and investment to make magic items. Enchanting objects is most efficiently done in 8 hour chunks, so someone who is making an object really isn't doing anything else (who likes working more than 8 hours a day?). Then add in the fairly frequent need for two kinds of spellcasters (lots of objects require both divine and arcane spells in their construction), and you need to co-ordinate a couple people to make some items. Then there's the money - lots of money. Obviously, the potential to double your money is tempting, but will the item sell immediately? Probably not. If the enchanter in question is hurting for cash already, he's hurting even worse if it doesn't sell right away. If he's flush with cash, he can take the risk, but he's already flush with cash.
I think the idea of magic-mart falls apart on close examination. There should be shops for material components and enchanting supplies in any community with a decent spellcaster presence, and some high-demand consumables will always be around (potions, scrolls). Other than that, I'd assume that if someone wants an item, they don't go shopping for that item, they commission someone to make it for them.
This is a winning scenario for the enchanters. You have a guaranteed buyer come along. You use his money to make the item. Your time isn't wasted, your money isn't tied up. However, if you assume that eventually those enchanters will be fairly rich (a few items a year to cover expenses, as long as they're not personally upgrading gear), getting them to do stuff for you will be part payment, part adventure hook (do me X favor and I'll make Y item). This won't always happen (heck, sometimes they'll just refuse, as their time is otherwise occupied), but more story hooks for GM = good thing. It also emphasizes the need for good contacts among spellcasters, as wizards who LIKE you are more likely to drop everything to spend 30 days making that expensive item for you.
So what about those extra magic items the players have kicking around? Does no-one buy them? Well, yes, yes they do. There are always a few people around looking for bargains. Paying full price is for people who NEED these items; everyone else who might be interested can leave a note with the local wizards/church/magic supply shop that if item X comes around, he might be interested if it's reasonably priced. For example, a lesser noble has a newborn son, who will inherit his position. He starts saving for his son's needs - after all, some magic armor and a magic sword will help his offspring survive, but he's got 18-odd years to acquire this stuff.
Of course, eventually adventurers should exhaust their market if they're in one area long enough. There are only so many +1 sword bargain hunters out there. Another option is to assume the magic item cannibalization is possible - after all, making an item requires X gold piece VALUE of ingredients, but doesn't tell you what you need as an ingredient. "Other magic items" may well be a viable ingredient (at 1/2 full price, probably). While some may balk at the idea of turning a bunch of +1 swords into a suit of +3 full plate, it's no less reasonable than turning a bunch of rare oils and sacred scrolls into the same thing. You're just moving the magic from one thing to another.
Sometimes someone is going to lose magic in the process; turning a useless (to him) 30,000gp item into a useful 18,000gp item. This is not a problem.
So magic marts? Don't really make sense to me, but there should always be avenues for the players to get the stuff they really need/want, so long as they can accept it's not going to be 'instant gratification'.
Dragonchess Player |
Dragonchess Player wrote:Meaningless? When that wish is going to age you 3 years (1e DMG page 13)? I wouldn't consider that meaningless.
Which is pretty meaningless when a Wish can raise it right back. Per pg. 11 on the 1st Ed AD&D DMG, as long as the score is under 16, it's one Wish per point of increase.
By the time you have access to Wish as a spell, it's also fairly easy to make Potions of Longevity (although the cumulative 1% chance of reversal means this isn't a good long-term solution) or Elixirs of Youth (if allowing content from 1st Ed AD&D Unearthed Arcana). Note that there are other methods for high-level magic users to extend their life span: Reincarnation and Clone being two possibilities often used by those who don't want to make the transition to undeath as a lich. Higher level versions of Magic Jar to permanently transfer psyches between bodies also received attention in 1st/2nd AD&D.
Squidmasher |
In my current campaign, I stick to the rules as written for WBL and buying/selling items. As long as you're in a major city, you can get basically anything below 16,000 GP on command; it'll just be there when you need it if I roll the 75% chance that it's there. If it costs more than that, you can custom-order it for its full normal price, assuming it doesn't require a CL of above 12 to make (in my campaign, 12 is the level cap for PC's, and anyone above it is a serious power in the world, not the kind of person who sits around making magic items for adventurers).
Of course, this 'no higher than CL 12' requirement does somewhat screw with the availability of a few high-end items, like weapons with the Brilliant Energy or Dancing properties or stat-boosting items that boost 3 different ability scores. As a result, if a player seems to be showing genuine interest in acquiring one, I'll drop it into a monster's hoard or treasure chest soon.
houstonderek |
houstonderek wrote:I'm using the 1e PHB as a mousepad. Let me check...
Permanency is an automatic -1 con in 1e.
Which is pretty meaningless when a Wish can raise it right back. Per pg. 11 on the 1st Ed AD&D DMG, as long as the score is under 16, it's one Wish per point of increase.
Permanent magic items (unless clerical/druidic or racial items, as laid out on pg. 116-118) could only be made by 16th+ level magic users with 16+ Int (to be able to cast Permanency) or 14th+ level illusionists (using Major Creation and Alter Reality) in 1st Ed AD&D, anyway. Given the limitations, most "minor" permanent items would probably be created by churches or illusionists. The only magic users willing to "mass produce" permanent magic items would be 18th+ level arch-magi with 18+ Int who can cast Wish to recover the lost point of Con (of course, an arch-mage should have raised all of his ability scores other than Int to 16 with Wishes, if we're actually running them "correctly" in 1st Ed).
And on page 13 of the same book we find each of those wish spells age you 3 years. And, right above that, we see that the starting age for a human magic user is 32 years of age. Now, considering 1e isn't "I can be an archmage at age 23" rapid advancement like 3x, your 18th level wizard type is going to be really old. And, seeing as they had "you can die from natural causes" rules, your wizard could conceivably spell himself to death (but he'd leave a nice, toned corpse with that 16, dex, 16 str and 16 con, adjusted downward for age).
Yeah, a potion of longevity would, on average, knock seven years off of your age, but that still leaves you five years older than when you started casting all of those wishes. And there's that pesky 1% cumulative "this potion might work in reverse" caveat as well.
So, yeah, you're not gaming 1e like 3x, and intelligent wizards aren't cranking out magic items, sorry.
Dragonchess Player |
As far as the original topic goes, you can have a "magic item economy" without "Magic-Marts," as several people have already commented.
One of the things I liked about 3.x was that the developers finally got rid of the illogic of "magic items are common enough to be found in abandoned houses (U1 Sinister Secret of Saltmarsh) and dungeons, as well as in the possession of a decent percentage of the population (~2-10% is a decent precentage for luxury/niche products) and even monsters, but they are never (or hardly ever) sold/traded." How many people, as a percentage of the population, can afford Ferraris, Lamborghinis, Rolls Royces, stretch limos, etc. or even private jets? Somehow, these items still get created and sold/traded; in fact, there even exist "stores" (show-rooms, etc.) where you can just walk in and buy them "off the shelf."
Granted, these establishments are few and far between, just like high-value jewelry stores/trade shows (another real world equivalent). Treating magic items as a commodity is a smart thing when developing a world; just treat them as high-value items and draw on real world practices to help determine how you handle them in game.
Unstated among the discussion is one other reason some GMs refuse to allow the PCs to purchase magic items: control. Some GMs want to limit the PCs' choices to make it easier to dictate/guide/predict their actions or use certain plot devices. There's a basis for this in previous versions of the game, which could be pretty heavy-handed at times. However, since the CR system (which is not perfect, but a much better guide than existed previously) is so dependent on the expected Wealth-By-Level and "standard" items to function without modification, GMs who restrict magic item availability need to do more work when creating/modifying adventures; this can actually result in an enjoyable campaign, but the GM needs to be aware of it going in and make adjustments or it will start to fall apart when the PCs hit 5th-9th level.
Dragonchess Player |
So, yeah, you're not gaming 1e like 3x, and intelligent wizards aren't cranking out magic items, sorry.
See my post above discussing Potions of Longevity, Elixirs of Youth, Reincarnation, Clone, lich-hood, etc.
It's not as easy to "crank out magic items" in 1st/2nd Ed AD&D as it is in 3.x D&D, but it can definitely be done.
houstonderek |
Bill Dunn wrote:By the time you have access to Wish as a spell, it's also fairly easy to make Potions of Longevity (although the cumulative 1% chance of reversal means this isn't a good long-term solution) or Elixirs of Youth (if allowing content from 1st Ed AD&D Unearthed Arcana). Note that there are other methods for high-level magic users to extend their life span: Reincarnation and Clone being two possibilities often used by those who don't want to make the transition to undeath as a lich. Higher level versions of Magic Jar to permanently transfer psyches between bodies also received attention in 1st/2nd AD&D.Dragonchess Player wrote:Meaningless? When that wish is going to age you 3 years (1e DMG page 13)? I wouldn't consider that meaningless.
Which is pretty meaningless when a Wish can raise it right back. Per pg. 11 on the 1st Ed AD&D DMG, as long as the score is under 16, it's one Wish per point of increase.
Using reincarnate, there's only about a 25% chance of coming back as something that will still allow you to be a wizard under 1e rules (and not much more of a chance of getting something that allows class levels at all). And, if a druid does the reincarnating, there's a good chance of coming back as something that cannot be a player character. And no sane wizard is going to risk that to make a magic item.
And, no, in 1e there were no higher levels of magic jar that did what you say (at least not in the PH or UA) , must have been completely a 2e thing.
I already discussed potions of longevity.
Clone is valid.
LazarX |
Depends on the Campaign setting.
Never could understand how you have tons of cleric, wizards, bards, and still be stuck in the Dark ages for thousands of years at a time, with no magical advancement. = Yes or No based on the world and area.
Actually look at Earth history for your answer.. before the invention of the printing press and means for wide disemmination of information, civilisations rose, attained significant advancements and fell.. taking thier discoveries with them. We're not used to a world paradigm where information simply does not travel. If you toss in the idea that wizards work against each other rather than with, you see the lack of advancement right there.
houstonderek |
Oh, yeah, and don't forget, for anything more than potion or a scroll, a wizard has to rest a day for every 100xp the item grants (if found). So, that +5 holy avenger would leave the wizard powerless (no spell casting) and stuck out (no adventuring) for 40 days.
No one was "cranking out" magic items. No one would give up spell casting for that long unless they absolutely needed that item to exist, or the commission was too good to pass up.
Herbo |
It depends on the campaign that I am running. When I get around to running Serpent's Skull...probably not. In Kingmaker where you have ample passage of time for characters to create items or take a trip to a large city to find something...sure. Even then they might not locate that dream item that would synergize 100% with their class mechanics. There are a lot of other shades of gray in how I deal with magic items as a GM but that's probably only interesting to me.
If you get setting specific then sure Golarion features a lot of powerful NPC's and magic items but it doesn't necessarily mean everyone has a +1 fork in their drawer. Unless the GM at your table says it is so. In which case, have fun eating with magic forks! Sounds cool! Either way I don't think Lisa Stephens is going to drive to your house, beat down your front door and give you a yellow card for 'doing it wrong.' They'd send an intern to do that...
Curious |
I've noticed repeatedly comments in various threads by players and the game developers that buying magical items is common place.
I allow it within limits. It has to a major city or someplace where the magical item could be created. In one world, I had a created a factory town where the factory was a potions lab. The item must be low level or the character must find a way to commission it.
Kenneth Cole |
lots said
Thank you Helic. I agree with everything you said. For me, that's the winning scenario. As we can see, there are lots of different ways to handle it.
I've played D&D since the first red box came out, and buying magical items has never been common in anyones campaign world I played. BUT, clearly it is common in some.
It all comes back to the style of play, the GM's ideas of what is acceptable, the needs of the characters, and the magic level of the campaign world.
In the end, the GM should ask himself this,
"How many NPCs are so much higher level than the PCs in the campaign world that they sell off magical items of this caliber?"
It's a GM's decision, and the system created in Pathfinder is there to facilitate this (and to make a smooth system of magical item creation).
Game Balance requires a thorough understanding of the game system, but if you do have that level of understanding you can do whatever suits you without concern of unbalancing things. My point here is that RPGs are NOT video games. You, the GM and the players, control the game and decide what is acceptable and what isn't (organized play aside). It's all up to you.
I think we've seen from this discussion that almost everyone allows some magical items to be bought. Many limit the power level of those items. Some allow almost anything to be bought, if you have the money and can find it. Those who do the latter, though put more emphasis on controlling treasure rewards, since that will dictate the power of the game in such cases.
Thank you to everyone who responded.
Your answers have been very insightful and I appreciate just having a good discussion regarding this aspect of the game!
Ken
Cartigan |
It depends on the campaign that I am running. When I get around to running Serpent's Skull...probably not. In Kingmaker where you have ample passage of time for characters to create items or take a trip to a large city to find something...sure. Even then they might not locate that dream item that would synergize 100% with their class mechanics. There are a lot of other shades of gray in how I deal with magic items as a GM but that's probably only interesting to me.
If you get setting specific then sure Golarion features a lot of powerful NPC's and magic items but it doesn't necessarily mean everyone has a +1 fork in their drawer. Unless the GM at your table says it is so. In which case, have fun eating with magic forks! Sounds cool! Either way I don't think Lisa Stephens is going to drive to your house, beat down your front door and give you a yellow card for 'doing it wrong.' They'd send an intern to do that...
Yeah, the only people with +1 Forks are ghosts in abandoned houses and random Bugbears.
Mistwalker |
I am one of those that allow for magic items to be bought and sold.
Several of us have stated that there isn't a "magic mart" that buys and sells them in their worlds, but it is various individuals who may have an item or two for sale. The bigger the village/town/city, the greater chance of finding what you are looking for, or close to it. And if not available, there is a chance that it can be commissioned.
In my campaigns, I assign a percentage chance that the item being sought is available, with a much lower percentage for high end gear.
In the end, the GM should ask himself this,
"How many NPCs are so much higher level than the PCs in the campaign world that they sell off magical items of this caliber?"
I think that you are taking too narrow a view on why magic items may be available for purchase. Why does it only have to be higher level NPCs that are selling off gear?
I can see a merchant selling off a magic item, to help them cover debts for a few months, until their ships return to port with enough profit to pay off their debts, and maybe buy back the item.
I can see a noble family selling off the black sheep's gear when they die/go to jail/are banished/etc..
I can see the crown selling off an executed murderer's gear, or even the gear from a treasonous noble family.
I can see a magic college selling off items the students made, to cover expenses -likely a good source of low level wands, scrolls, potions and wondrous items.
I can see other adventurers selling off gear that doesn't suit them. Not every group will have a longword wielder, so they likely will dispose of the magic longsword that doesn't benefit them (say to buy a magic rapier).
There are a lot of reasons why magic items could be for sale, with the limit being your imagination.
ProfessorCirno |
The problem with magic being a "secret" is this:
If 10 people know a secret and 9 refuse to tell it, it's no longer a secret.
You have to make a rediculous situation where literally no wizard ever cooperates with others. All it really takes is for a single wizard to realize that he can cast permanent light (or whatever the spell is called) on a pole and sell them for cash and the work industry radically changes as it divorces itself from the hours of the sun.
Magic has never made "realistic" sense in any sense of the word, and "verisimilitude" is the practice of actively ignoring breaks in reality to allow for more "fun." I simply don't see why magic items are forced into different rules, other then "Well see, the jock classes can use them"
Starbuck_II |
Until 3rd edition, magic item creation depended on a single high level Mage spell, required a roll to make it work, and caused permanent constitution loss. Also, since the entire rule-set for creating magic items was contained in a single 1/2 page spell description, there really wasn't much detail.
No, it was 10% chance of Con loss. And only for permanent non-charged stuff.
So making scrolls and wands if best since no chance of losing Con.Dire Mongoose |
Blueluck wrote:
Until 3rd edition, magic item creation depended on a single high level Mage spell, required a roll to make it work, and caused permanent constitution loss. Also, since the entire rule-set for creating magic items was contained in a single 1/2 page spell description, there really wasn't much detail.
No, it was 10% chance of Con loss. And only for permanent non-charged stuff.
So making scrolls and wands if best since no chance of losing Con.
That's, uh, not what my copy of the rule books say.
Dire Mongoose |
Blueluck wrote:
Until 3rd edition, magic item creation depended on a single high level Mage spell, required a roll to make it work, and caused permanent constitution loss. Also, since the entire rule-set for creating magic items was contained in a single 1/2 page spell description, there really wasn't much detail.
No, it was 10% chance of Con loss. And only for permanent non-charged stuff.
So making scrolls and wands if best since no chance of losing Con.
That's, uh, not what my copy of the rule books say.
BenignFacist |
The problem with magic being a "secret" is this:
If 10 people know a secret and 9 refuse to tell it, it's no longer a secret.
..and they're all tracked down and assassinated by the sinister facist wizard's guild - for the good of the nation, of course...
...can't have any ole nutter casting spells now, can we?
Crikey, that'd be madness!
While contrived, the idea of a dominate organisation attempting to actively restrain/regulate (with extreme prejudice) magic makes a lot of sense - for exactly the reasons many have discovered when magic is let to run rampant in their campaign worlds.
Of course, many will argue it's a task that's doomed to fail -- which is great! It's from such scenarios we get..
....EPIC DRAMA!
Taking the risky real-world as an example, organisations take great pains to licence and control the flow of technology, the oft-cited real world equivalent of magic.
Now, as you touched upon with your wizard-casting-permanent-light-onto-a-rod-and-selling-it scenario -- magic can really make a mess of an economy, quickly making a select few the dominate forces...
This is campaign-thematics of course but aye, I've always found a campaign world that actually reflects/reacts to the problems magic/casters/items can and do cause highly appealing.
*shakes fist*
Gallo |
I don't see why some NPC casters wouldn't want to be happily crafting magic items for sale in a magic shop or taking orders for specific items. Not all casters would want to adventure all their lives. I could imagine quite a few adventurers would have one brush with death too many and decide on a quieter life.
A wizard who wants to continue doing magical research - without the risk- would happily craft for cash and then use that cash to pay others to go do the research/copy out the ancient runes in the Lost City of Ra/get 10cc of blue dragon blood/other dangerous stuff etc.
Or a wizard who likes the good life could spend a few weeks per month crafting and live a very, very luxurious lifestyle. If they know teleport they could be a Pathfinder equivalent of a cashed-up retiree and travel constantly.
Your crafting skills never decline so you could craft as often as you like for as long as you like and comfortably - and safely- live whatever type of life you want.
BenignFacist |
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I don't see why some NPC casters wouldn't want to be happily crafting magic items for sale in a magic shop or taking orders for specific items.
:)
FLEE!
O_O
*shakes fist*
Dragonsong |
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.....Gallo wrote:I don't see why some NPC casters wouldn't want to be happily crafting magic items for sale in a magic shop or taking orders for specific items.See: Paranoid Fascist Magic-Guild Assassins tasked with maintaining national stability with extreme prejudice for more information. :)
FLEE!
O_O
*shakes fist*
Unless of course those same magic-guild assassins were the ones making them for sale on the black market. Or a group from another kingdom.
you know kind of like the drug/ sex slave/ stolen art trades that government crack downs work so well stopping on earth. Creating contraband creates black markets
Better to pay low level wizards to examine and wizard mark all magic goods made/ entering the kingdom for tracking purposes. Still people will circumvent it to be sure, but it frees up those mage assassins to be generating taxable revenue in selling goods rather than taking from the states coffers to track down folks.
houstonderek |
Blueluck wrote:
Until 3rd edition, magic item creation depended on a single high level Mage spell, required a roll to make it work, and caused permanent constitution loss. Also, since the entire rule-set for creating magic items was contained in a single 1/2 page spell description, there really wasn't much detail.
No, it was 10% chance of Con loss. And only for permanent non-charged stuff.
So making scrolls and wands if best since no chance of losing Con.
1e it was a 1 point con loss. Not a 10% chance. Go to page 91 of your Player's Handbook. Look up "Permanency".
DM_aka_Dudemeister |
Interestingly not many of my players care all that much about what magic items they have. (One or two of the WoW players go googly eyed, and my girl gamers like any magic item that does something weird/different (like letting them shapeshift, or folding boats)). For the most part though, they never seem to be looking for anything specific to augment their abilities.
I feel I should encourage the sorcerer to seek out more scrolls, if only to increase his utility.