In defense of magic shoppes


Pathfinder First Edition General Discussion

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Assistant Software Developer

I removed another post. Cool off.


Adamantine Dragon wrote:

I think that "magic mart" and "magic shop" are too similar.

I recommend that in the future when people express their disapproval for the concept of freely available magic items, they register a complaint against what they really hate, which I view as the Infinite Capacity Magic Item Vending Machine which I picture as a sort of ATM device that you can scroll through any possible magic item and insert your gold coins and PRESTO, out pops whatever you wanted to buy.

I may have to put one of these in my world somewhere...

DONE!!! You have the agreement of this particular in-duh-vidual.

Now you just have to get all the rest of the in-duh-viduals in the world to agree.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Zark wrote:
Not according to the Devs. Can’t find the quotes but I’ve seen them say that if you mess with WBL you mess with CR. Obviously WBL differs from GM to GM, depends on the campaign and on your play style. That said, I trust the Devs more than Trailblazer.

Quotes or it didn't happen. ;)

More seriously, Trailblazer backs up its assertion by showing their math; it's not an unsupported statement that "big six" magic items (which are an extension of wealth by level) aren't as necessary as people think, it's something they showcase in the book. I trust math that I can double-check on my own more than some unverified quote by non-specific devs.

EDIT: It's also not unprecedented that the devs can be wrong on various issues about their own game (though it is somewhat rare). Before he was a developer on Pathfinder, Sean K. Reynolds wrote a rant about how not letting keen and Improved Critical stack in 3.5 - the way they had in 3.0 - was a mistake. He cites his math, and it works.

Sean joined Paizo (if I recall correctly) after Pathfinder had been released, so it's entirely possible that no one who designed the game knew about his rant, and just accepted the 3.5 paradigm as fait accompli. But if they did so because they subscribed to the accepted wisdom that the two are "too good" if they stack, then they're wrong on the math (to be fair though, there are other legitimate reasons not to allow the two to stack).

In other words, "because the devs said so/did it this way" isn't necessarily a rational counterpoint.

Zark wrote:

True, the rules does not say: you need to make sure the PCs have +3 weapons and armor, not just +2", but the difference between having a +3 or a +2 weapon is much bigger than +3 vs. +4 weapon.

Same as the having a +1 weapon instead of a MW weapon could be the difference between a TPK and no TPK. Sometimes item X is – more or less- mandatory.

You're not backing up this statement; how is the difference between a +2 and a +3 item bigger than the difference between a +3 and a +4 item? The difference in both cases is +1.

Likewise, saying that "that +1 could be what stops a TPK from happening" is tangential to the issue, since no matter what your total bonuses are, there'll always be cases where the die roll is one point away from what you need it to be - it's more germane to ask how much of an impact the loss of a +1 on a specific kind of roll has on the PCs average for those rolls over the course of a campaign (and, more generally, how much difference that impact had).

Zark wrote:
According to character wealth by Level a level 10 character should have 62,000 gp. Obviously this doesn’t mean he should have 25 long swords +1 and some potions nor does it means that the character should have exactly what the players wants. But the rules does imply that wealth is a measure of how well a 10 the level character should be equipped.

They do imply that; I'm just saying that - if we accept that the underlying issue of wealth by level is that this is a measurement of how many "big six" magic items PCs should have to remain "effective" versus monsters of an "appropriate" level - Trailblazer's analysis of the math involved shows that these are more along the lines of loose guidelines than anything else.

Quote:
I still don’t get: You would only need to worry about that if your party scales with CR.

Sure, no one's disputing that - but that's part of the implicit assumption that we're talking about. A 20th-level fighter that's without any gear should still be able to reliably trounce a 1st-level orc warrior, but that's a bit outside the scope of what we're talking about. ;)

Grand Lodge

shallowsoul wrote:
TriOmegaZero wrote:
shallowsoul wrote:
And I'm telling YOU that unless they higher the most powerful people on the planet to guard thise items then there is always someone or a group that is stronger.
So why hasn't the strongest one taken all the magic items from the weaker owners? Like say, the strongest dragon collected them into one big hoard?

Better yet.

Let's use a classic example. Smaug from the Hobbit caught wind of how much gold the dwarves had, because it became common knowledge, and he took it.

So, why didn't he go out and take all the gold in the world after that? Or at least, all the gold from those weaker than he is.


shallowsoul wrote:
TriOmegaZero wrote:
shallowsoul wrote:
And I'm telling YOU that unless they higher the most powerful people on the planet to guard thise items then there is always someone or a group that is stronger.
So why hasn't the strongest one taken all the magic items from the weaker owners? Like say, the strongest dragon collected them into one big hoard?

Better yet.

Let's use a classic example. Smaug from the Hobbit caught wind of how much gold the dwarves had, because it became common knowledge, and he took it.

Yeah--got to go with you on this one--this is why I stopped playing D&D for twenty five years and only now have come back to it because of pathfinder. The magic as technology vibe really bugged me. A magic shop could only exist in a world where magic is commodified to a level where it starts to follow a process where it logically should begin to be mass produced. Or you need to explain to me why it can't. This is fine for a whimsical kind of game--(on our way to Hogwarts)--but really affects a game world negatively in my opinion. I think it panders to the munchkin--the WoW player who wants the item as a reward rather than the adventure, the one who want the newest quiddich broom. I run a fairly low magic game--I also don't use the "races"--nor do I use character classes beyond the base four. (The whole 10th level town down the street from the 2nd level town concept--oh and the fact that in any given game world there are ten?--twenty? Fifty different bipedal intelligent humanoid races somehow sharing a planet. Hate --hate---hate this.) My long-term players seem to enjoy the present campaign--three years in one campaign--and one year in the other as the preferred game with plenty of other options out there. Average gaming experience is twenty five years each among the group. (There are other alterations to the system--no experience points--a modified hit point system, optional death--NO resurrections--I mean seriously? Resurrection for money? And this wouldn't change the entire fabric of the world? Death isn't permanent anymore! Everyone is immortal now. Sorry ...rant off... ) When a +1 weapon is a reward it is valued. When a +3 sword with a special ability was discovered in my campaign there were actual whistles and awe. They worked for the reward--they got it--as opposed to going into a store with a grocery list and buying what they need. The mage character has been trying to "game" the system forever in terms of the magic object creation feats--he seems to fall into that magic shop tradition play--magic as currency. The other players hate it and are about ready to ditch him as his player type is all about gold and fighting monsters to get the equivalent in my game of "experience points"--maybe I'm not being clear in all of this--I like pathfinder--the basic system is okay--the feats and spells et al are a good base--the supporting materials are spectacular--but the D&D spoon feeding of "concept" is weaksauce IMO. The need for eleves and dwarves and halflings in every possible game world is just(...rrrrrrrgghhh...sorry--greasy black hate---must control urge to smash keyboard over head) It is the difference as a GM between travel to get somewhere and travel for the journey.I prefer the one who's in it for the journey--not to "win Dungeons and Dragons..and it's advanced!" The big six concept makes this a tactical game--and less of an RPG. I suppose its about what you want to focus on the story or the character development ( One of the things I alter the system to encompass is the idea that even the greatest hero can be killed by a ticked off taverner with a knife if the situation is just right--it's not likely--but it is possible.) One of the things I like about Pathfinder is that the DR is circumvented by damage types--OR excessive damage. I trust my folks to figure a way around the toughest opponents without a by the book required list of items.

Silver Crusade

gkhager wrote:
shallowsoul wrote:
gkhager wrote:
Shallowsoul (who seems to be against everything magic-related in Pathfinder, yet still plays Pathfinder?!?)

You do know this is baiting as well when you take a cheap shot at someone.

But how about I remind you that it is okay to love a system and yet hate certain aspects of it. There is actually more to the game than magic item creation, magic shops, and problem spells. I have already said it before and I will say it again, Wizards are my favorite class and if make item creation harder and more costly, tone down the magic shops, and fix the problem spells you will have a more balanced class that can still keeping kick ass and take names.

If you want to prove me wrong then start a thread and take your best shot.

This was not intended as a cheap shot against you. It was merely an observation about you based on the many threads that you have started up concerning the very items you list above and how you dislike the way that Paizo has implemented them, nothing more.

My apologies.

As long as we are at an understanding.


Mark Hoover wrote:
TriOmegaZero wrote:
Quote:
I am against the extreme uber shop of everything instantly.
I think everyone in this thread is against that, actually.
I'm not; that sounds awesome. How do I get there?

Talk with this guy

Silver Crusade

1 person marked this as a favorite.

When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to get a minor wondrous item but that was it.


Vod Canockers wrote:
Mark Hoover wrote:
TriOmegaZero wrote:
Quote:
I am against the extreme uber shop of everything instantly.
I think everyone in this thread is against that, actually.
I'm not; that sounds awesome. How do I get there?

Talk with this guy

My cousin Jim?


shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.

So you have a lot of pc crafters in your games?

Silver Crusade

Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?

I rarely had crafting in my games.


shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.

If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.


shallowsoul wrote:
Another thing that needs to he taken into account is the knowledge that these items exist. Why don't the big bads of the city steal these great items to use for themselves? If the players know about these items then the enemy will most likely know about them as well. Why go on a great campaign to hoard the lands best items to equip your evil group with and take over?

The most likely reason is because you wouldn't want to tempt a magical artisan's security system.

Silver Crusade

Starbuck_II wrote:
shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.
If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.

That's because Crafting feats, except for Scribe Scroll and Brew Potion and Leadership are off limits in my games.


1 person marked this as a favorite.
shallowsoul wrote:
Starbuck_II wrote:
shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.
If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.
That's because Crafting feats, except for Scribe Scroll and Brew Potion and Leadership are off limits in my games.

Then how do magic items get made to begin with?

Silver Crusade

bookrat wrote:
shallowsoul wrote:
Starbuck_II wrote:
shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.
If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.
That's because Crafting feats, except for Scribe Scroll and Brew Potion and Leadership are off limits in my games.
Then how do magic items get made to begin with?

Most items were already made in a time long ago. Sometimes a PC could commission an item from the dwarves but it depends on what it is.


bookrat wrote:
shallowsoul wrote:
Starbuck_II wrote:
shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.
If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.
That's because Crafting feats, except for Scribe Scroll and Brew Potion and Leadership are off limits in my games.
Then how do magic items get made to begin with?

Only evil outsiders create them, through a complex process involving soul gems and the tears of the recently orphaned.

Silver Crusade

bookrat wrote:
shallowsoul wrote:
Starbuck_II wrote:
shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.
If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.
That's because Crafting feats, except for Scribe Scroll and Brew Potion and Leadership are off limits in my games.
Then how do magic items get made to begin with?

If you play role playing games then I'm sure you can use your imagination and come up with a reason.

I'm actually very surprised you even asked that. Do you truly think there isn't another way to have items in your campaign?


How about Drive-Thru magic shoppes?

Surely you could ride by on your horse to a window and purchase some items for ease and convenience?


shallowsoul wrote:
bookrat wrote:
shallowsoul wrote:
Starbuck_II wrote:
shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.
If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.
That's because Crafting feats, except for Scribe Scroll and Brew Potion and Leadership are off limits in my games.
Then how do magic items get made to begin with?
Most items were already made in a time long ago. Sometimes a PC could commission an item from the dwarves but it depends on what it is.

Does this mean a dwarf PC could make a magic item?

Silver Crusade

bookrat wrote:
shallowsoul wrote:
bookrat wrote:
shallowsoul wrote:
Starbuck_II wrote:
shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.
If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.
That's because Crafting feats, except for Scribe Scroll and Brew Potion and Leadership are off limits in my games.
Then how do magic items get made to begin with?
Most items were already made in a time long ago. Sometimes a PC could commission an item from the dwarves but it depends on what it is.
Does this mean a dwarf PC could make a magic item?

No.

NPC's make items and even that is extremely rare.


3 people marked this as a favorite.

What mechanic do the NPCs use to make the items? What makes it so special that it's beyond the reach of PCs? Why?


Aratrok wrote:
What mechanic do the NPCs use to make the items? What makes it so special that it's beyond the reach of PCs? Why?

lulz. because its magic and mysterious? Not everything has to be figured out like what are the physics of a meteor swarm spell..


3 people marked this as a favorite.
kmal2t wrote:
Aratrok wrote:
What mechanic do the NPCs use to make the items? What makes it so special that it's beyond the reach of PCs? Why?
lulz. because its magic and mysterious? Not everything has to be figured out like what are the physics of a meteor swarm spell..

More likely because it allows the GM to maintain control of the players' characters.


4 people marked this as a favorite.
bookrat wrote:
shallowsoul wrote:
Starbuck_II wrote:
shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.
If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.
That's because Crafting feats, except for Scribe Scroll and Brew Potion and Leadership are off limits in my games.
Then how do magic items get made to begin with?

A complex process called "GM FIAT" and "Because I said so."


Abraham spalding wrote:
bookrat wrote:
shallowsoul wrote:
Starbuck_II wrote:
shallowsoul wrote:
Tiny Coffee Golem wrote:
shallowsoul wrote:
When I did have magic shops in my games they only sold potions, spell components, blank spellbooks etc and scrolls. Now with a very good diplomacy roll you could talk to the shopkeeper who has a friend that knows this guy that knows this other guy who might be able to a minor wondrous item but that was it.
So you have a lot of pc crafters in your games?
I rarely had crafting in my games.
If you do'nt have houserules preventing/nerfing it, I'm curious why there aren't.
That's because Crafting feats, except for Scribe Scroll and Brew Potion and Leadership are off limits in my games.
Then how do magic items get made to begin with?
A complex process called "GM FIAT" and "Because I said so."

Heh. I hate that phrase. I've never accepted it.


Adamantine Dragon wrote:
kmal2t wrote:
Aratrok wrote:
What mechanic do the NPCs use to make the items? What makes it so special that it's beyond the reach of PCs? Why?
lulz. because its magic and mysterious? Not everything has to be figured out like what are the physics of a meteor swarm spell..
More likely because it allows the GM to maintain control of the players' characters.

As opposed to the GM not having control of the players' characters? I guess they should just roam free and do as they please. That won't throw 1000 wrenches in an adventure or the campaign. And making magic mysterious is not taking control over characters as if they have a right to high magic.

Would not giving that holy sword +5 or having magic shoppes in Dark Sun be a nazi GM denying his players?

Grand Lodge

kmal2t wrote:
Would not giving that holy sword +5 or having magic shoppes in Dark Sun be a nazi GM denying his players?

No, but it would be the GM denying his players those things.


Aratrok wrote:
What mechanic do the NPCs use to make the items? What makes it so special that it's beyond the reach of PCs? Why?

Who cares? It doesn't really matter.

Maybe it takes too long. Maybe only a special NPC class can do it and only at high levels after gaining nothing useful for the previous levels. Maybe it takes dozens of them working together to make even a +1 sword.

Whatever.

The house rule is PCs don't make magic items. The exact rationale isn't important. He's the GM. It's his game. His house rule. If the players are ok with it and it works for his game, then it works.

It does mean that his game can't really be used as a reference for talking about magic shops in more standard games.


Interesting kmal2t...

"roam free and do as you please" is precisely the atmosphere I strive to achieve in my games.

There is some illusion involved, but like all good GMs, I try to keep the illusions concealed as much as possible.


Adepts qualify for magic item creation feats, such as scribe scroll, brew potion, and craft wondrous item. Most magic item creators are probably 3rd level adepts. They can very easily get Spellcraft modifiers that are high enough to craft most anything they darn well please, and thus can provide the lion's share of common magic items like minor wondrous items, elixirs, dusts, and magic traps. For example, here is an adept from my campaign that is a professional item enchanter.

Valerie Surefire the Item Enchanter wrote:


Valerie Surefire, CR 1/3 (135 XP)
Medium humanoid (human) adept (favored class) 3
Init +0; Senses Perception +0
========================================================================
AC 10, touch 10, flat 10
Hp 7 (3d6-3); Fort +0, Ref +1; Will +3
========================================================================
Adept Spells Prepared (CL 3rd)
1st~cure light wounds, endure elements, comprehend languages
Orisons~ detect magic, mending, purify food & drink, create water
========================================================================
Str 8, Dex 10, Con 9, Int 12, Wis 13, Cha 11
BAB +1; CMB +0; CMD 10
Feats Skill Focus (Spellcraft)*, Skill Focus (Appraise) (1), Craft Wondrous Item (3)
Skills Appraise +12, Knowledge (Arcana) +7, Knowledge (Religion) +7, Knowledge (Nature) +7, Spellcraft +12
Equipment (250 gp) masterwork tool (appraise), masterwork tool (knowledge {arcana}), masterwork tool (knowledge {religion}), masterwork tool (knowledge {nature}), masterwork tool (spellcraft)
SQ summon familiar
Languages Common + 1 other
========================================================================
Notes: Valerie has a pet raven familiar named Siggy that grants a +3 on appraise checks and speaks common. The raven has 3 hit dice, 3 hp, +2 natural armor, 7 Intelligence, and the following special abilities--Alertness, improved evasion, share spells, empathic link, and deliver touch spells. Siggy helps her out around the shop, uses aid-another whenever needed, and watches customers more like a hawk than a raven.

Ad-Hoc CR Adjustment: Valerie's CR has been calculated based on Bestiary rules (setting her base CR at 1) has no combat equipment or combat capabilities and her CR has been reduced by 2 to reflect this (-1 CR for effectively being naked, -1 CR for lacking anything offensive or even defensive). Valerie is not a threat, but her shop might be (see Valerie's Shop below).

Item Creation: Valerie has a +12 spellcraft when in her shop with her tools as well as the Craft Wondrous Item feat. Assuming that she has to ignore a single required spell to create an item, she can take 10 and create any wondrous item up to 12th caster level.

Valerie's Shop: Valerie creates a lot of magic items for would be consumers and takes comissions. Because of the valuable nature of her wares, she has outfitted her shop with several magical wondrous traps to protect her and her investments:

G.I.N.A. (CR 3, DC 27 Perception, DC 27 Disable Device, Cost: 8125 + 2376 gp): "Gina" stands for General Incident Neutralizing Agent, and is Valerie's basic security system inside her shop. Gina is a female personality sentient magic item resetting trap with a true seeing visual trigger. Gina is capable of responding to unwelcome intruders verbally and can take verbal orders from Valerie or Siggy. G.I.N.A has a +30 Perception modifier and her 120 ft. radius sensors can detect the entire shop. If the system detects a thief or threat to the security or safety of Valerie, Siggy, the shop, or its legitimate patrons it neutralizes the threat without mercy or prejudice.

Gina has a resetting magic missile spell at 9th caster level that is used against any intruder or thief until they are neutralized. If Gina detects that the magic missile spell is of no use due to either the shield spell or spell resistance, Gina will instead switch to stone call every round which bypasses spell resistance and damage reductions and makes the area difficult terrain (but specifically ignores non-creatures, thus not risking the damaging of merchandise or the shop). Gina also comes equipped with a create water sprinkler system in case of a fire.

Gina's true seeing was granted by a single use magic item that cost 1,188 gp to create and apply during her construction.

F.A.S.S. (CR 3, DC 27 Perception, DC 27 Disable Device, Cost: 4,000 gp): "Fass" stands for Floor Attack and Subdue System. Fass works in tandem with Gina to protect the shop from burglars, robbers, or hostile intruders. Fass is actually the very floor of the shop and is a resetting intelligent male personality trap. He can detect anything within 60 ft. of the floor through sight and sound (which includes more or less the entire shop). Hiding from Fass is nearly impossible (there is virtually no way to find cover or concealment vs the floor). If a threat is detected, Fass strikes the intruder with repeated frigid touch spells (+10 melee touch to hit). Frass can only target one intruder at a time, but is merciless in his usage of frigid touch until the culprit surrenders or stops moving.

Fass, like Gina, responds to the verbal commands of Valerie or Siggy.

A.L.D.A (CR 2, DC 26 Perception, DC 26 Disable Device, Cost: 1,500 gp): "Alda" stands for Automatic Lock Down Assistant. Alda is a security measure to ensure that would be thieves or vandals do not escape the ravages of the security system. Alda is a female personality intelligent resetting trap with a 120 ft. sight and sound range of sensors. If either Gina or Fass become active, or upon request of Valerie or Siggy, Alda proceeds to cast hold portal every round on each exit to lock the doors and windows and add +5 to the break or unstuck DC. Since she casts it each round, it makes it very difficult for a would be lockpicker to get out, as the thief must spend his entire round picking the lock and then opening the door, resulting in the trap shutting and locking the door again immediately.

Alda, like Fass and Gina respond to the verbal commands of Valerie or Siggy.

Just an example of an adept enchanter with item creation feats and why you might not want to try and rob them.

SEARCH TAGs: Ashiel, Valerie, Adept, CR 1/3, Craft, Item Creation, Gina, Alda, Fass, trap, resetting trap, skill focus, hold portal, magic missile.

Silver Crusade

Aratrok wrote:
What mechanic do the NPCs use to make the items? What makes it so special that it's beyond the reach of PCs? Why?

They don't use a mechanic. There is a certain clan of dwarves that are known for being able to make a magic item.

You do know it's perfectly alright to disallow certain things. The book actually gives you permission.


Adamantine Dragon wrote:

Interesting kmal2t...

"roam free and do as you please" is precisely the atmosphere I strive to achieve in my games.

There is some illusion involved, but like all good GMs, I try to keep the illusions concealed as much as possible.

there's a difference between do as you please as a character i.e. the freedom to make decisions on situations and do as you please as a player where they're free to have what ever powers they please. There's a difference between denying them decision making and their will as a human being (their char) and deciding what the physics are of your world...

Silver Crusade

thejeff wrote:
Aratrok wrote:


It does mean that his game can't really be used as a reference for talking about magic shops in more standard games.

Actually it can because magic item shops are not a rule.


1 person marked this as a favorite.

I care. It's important to how the world works, and keeping it consistent.

If it takes a long time, explain that in the rules. Players will consider that as part of whether they take a feat for it or not, and could explain a lower magic world quite nicely if done well. But it doesn't need to be swept under the rug and ignored.

If it takes dozens of people to make a +1 sword, explain that in the rules. Maybe a player would hire other people with similar skills to work together to make items. Maybe they'd like to start a business, or research ways to make item crafting more accessible. But it doesn't need to be swept under the rug and ignored.

If a special NPC class acquires the ability after leveling up a lot without previous features, how do these NPCs survive to such high levels? How does anyone know that they'll suddenly gain these powers at a later date? How do they even gain experience? Why can't PCs take this special class? Who are these people, and why do they become what they are?

These things are important. Especially since this game is co-operative. It's not a GM ruling over the game and deciding everything, it's a group of people working together to tell a story and have fun. A GM who decides things merely because he likes them that way without talking with his group and working out what would be best for everyone is a bad GM.


To defeat Alda just Kool-aid your way through the wall (sundering).
Fass (requires flight to beat)
Gina is an issue though.

Silver Crusade

Aratrok wrote:

I care. It's important to how the world works, and keeping it consistent.

If it takes a long time, explain that in the rules. Players will consider that as part of whether they take a feat for it or not, and could explain a lower magic world quite nicely if done well. But it doesn't need to be swept under the rug and ignored.

If it takes dozens of people to make a +1 sword, explain that in the rules. Maybe a player would hire other people with similar skills to work together to make items. Maybe they'd like to start a business, or research ways to make item crafting more accessible. But it doesn't need to be swept under the rug and ignored.

If a special NPC class acquires the ability after leveling up a lot without previous features, how do these NPCs survive to such high levels? How does anyone know that they'll suddenly gain these powers at a later date? How do they even gain experience? Why can't PCs take this special class? Who are these people, and why do they become what they are?

These things are important. Especially since this game is co-operative. It's not a GM ruling over the game and deciding everything, it's a group of people working together to tell a story and have fun. A GM who decides things merely because he likes them that way without talking with his group and working out what would be best for everyone is a bad GM.

Clan of Dwarves are the only ones who know the secrets of item creation and they guard it with their life.

Anything else?


You could deny the ability to make items because an ancient race of extinct mystics made the magic items of today and their dark secrets were lost with them.

If you wanted to later give players the option of making items you could have an adventure where they find lost texts that explain the arcane methods of item creation.


My 2 Cents:

I don't mind magical "emporiums", where players are knee deep in +1 weapons and other minor magical junk. When magic is so easy to come by, it just makes sense there would be a ton of relatively low cost magic items are availible for purchase.

Now will you find everything you look for at a single place, no, especially if it's rare or of a certain value. Though an emporium in a settlment of an appropriate size might have a Tome/Catalog of what magical items are known of by the store owner/craftsmen/company. And even if find what you're looking for with such an index, it's unlikely that that particular Magic Shop has the specific +X Bane Y Sword you're looking for, but that doesn't mean that you can't find out where you could find one.

And as for the really cool, "so special the fricking sword's name is known by every tom, dick, and harry" type stuff? I treat those like artifacts, plain and simple. For example, a level 3 Samurai solo'd a level 9 Fighter to reclaim his family sword? You bet I'm gonna make that weapons something a little more than a mundane than a +1 Katana. It's a symbol of his triumph, something special, and I get that appeal.

As for the issue of actually knowing, what Enhancements are in character? Surely a magical purveyor of goods can inform you of what it will do in simple terms, and by there word of mouth will spread knowledge of some things into common knowledge.

so TL;DR, Magic Shoppes make sense with rules, scarcity for rarer stuff still would exist, and the really special stuff falls under artifacts.


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How are they the only ones that know the secrets of item creation? How did they discover how to create items? Why can't anyone else make the same discovery? Why can't items be reverse engineered, or studied? If these items are so rare, how have they gotten out to the rest of the world? If it's known that these dwarves are the only ones who know the secrets of item creation, why hasn't anyone tried to take them from them by force or enslave them? Are they written down anywhere?

Does their item creation mechanic work the same was as in the standard book? Do they use special group-specific feats to achieve what they do? Are they spellcasters? Where do the funds for creating their items come from? Why do they make magic items? etc.

There are any number of questions this sort of thing raises. You're free to do it (if your players are into it of course), but I think it's something that must be done carefully and with consideration for how it affects the rest of the setting.


kmal2t wrote:
Adamantine Dragon wrote:

Interesting kmal2t...

"roam free and do as you please" is precisely the atmosphere I strive to achieve in my games.

There is some illusion involved, but like all good GMs, I try to keep the illusions concealed as much as possible.

there's a difference between do as you please as a character i.e. the freedom to make decisions on situations and do as you please as a player where they're free to have what ever powers they please. There's a difference between denying them decision making and their will as a human being (their char) and deciding what the physics are of your world...

Don't try to redefine the debate point kmal2t. The original comment I was responding to was:

kmal2t wrote:
As opposed to the GM not having control of the players' characters? I guess they should just roam free and do as they please

Trying to claim now you meant the players is a nice effort but it's not going to fly.

Go ahead, the more you and Shallow try to explain how wonderful it is to deny players the ability to manage their characters through acquiring anything except whatever the GM bestows on them, the deeper hole you are digging.

The two of you are giving the lurkers on this thread a more powerful argument for magic item creation and purchasing than I ever could. Keep it up.

Silver Crusade

kmal2t wrote:

You could deny the ability to make items because an ancient race of extinct mystics made the magic items of today and their dark secrets were lost with them.

If you wanted to later give players the option of making items you could have an adventure where they find lost texts that explain the arcane methods of item creation.

Exactly.


Shadow, do you have a link to your house rules? I'm curious and guessing there are a lot based on this and other threads.


Personally I like the idea of a "magic shop" as being a shop where a person capable of making magic items works. PC's don't walk put down there gold and walk out with a +3 long sword, but go in a and ask for the best sword they can get for under 20,000 gold and have to come back 18 days later to pick up there new sword. Call me crazy, but I don't see a shop keeper making it with with 20 million in GP hanging in the wall, especially in a city that boast a thieves guild.

Silver Crusade

Aratrok wrote:

How are they the only ones that know the secrets of item creation? How did they discover how to create items? Why can't anyone else make the same discovery? Why can't items be reverse engineered, or studied? If these items are so rare, how have they gotten out to the rest of the world? If it's known that these dwarves are the only ones who know the secrets of item creation, why hasn't anyone tried to take them from them by force or enslave them? Are they written down anywhere?

Does their item creation mechanic work the same was as in the standard book? Do they use special group-specific feats to achieve what they do? Are they spellcasters? Where do the funds for creating their items come from? Why do they make magic items? etc.

There are any number of questions this sort of thing raises. You're free to do it (if your players are into it of course), but I think it's something that must be done carefully and with consideration for how it affects the rest of the setting.

Because maybe somethings go beyond the mechanics.

Ever wonder why "Bladesingers" were for elves only? Because it made sense with regards to the fluff. Bladesinging was an art that was only passed down from elf to elf and taught to no one else.

If I design a world where a single clan of dwarves are the only ones that know the secrets of magic item creation and guard it with their lives, why would I suddenly let the PCs be the exception to the rule?

Oh that's right, when dealing with the PC's consistency is supposed to go out the window.


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Griffter wrote:
Personally I like the idea of a "magic shop" as being a shop where a person capable of making magic items works. PC's don't walk put down there gold and walk out with a +3 long sword, but go in a and ask for the best sword they can get for under 20,000 gold and have to come back 18 days later to pick up there new sword. Call me crazy, but I don't see a shop keeper making it with with 20 million in GP hanging in the wall, especially in a city that boast a thieves guild.

Yeah, it would be totally impossible to have a store with millions of dollars of fashion clothing or jewels or artwork or electronics on the wall in, say, New York City...

Oh, wait, they do.


Like I said, you're free to do something like that if you and your players agree on it. Something like that raises questions about the setting and specifically your clan of dwarves that need to be answered for the world to remain consistent, though.

There's no need to lash out and insult people. I'm just trying to have a meaningful conversation here.

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