Continuation of "Ye olde Magic Shoppe" discussion.


Pathfinder First Edition General Discussion

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Liberty's Edge

magnuskn wrote:


Doing some lobby work for the next edition of Pathfinder ( still way down the line, IMO ) OTOH might not be a bad idea. Development cycles are pretty long after all.

That is generally the intent of my posts. I regret I wasn't here for the original playtests, but I shall not let the perfect be the enemy of the good, and the current rules are the best on the market for what I want to do.

But I will say that Paizo is built on innovation and improvement...I'm hoping the eye isn't being taken off the ball with the Goblinworks stuff...


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yeah, I may be a cynical bastard for thinking this way, but I see "disaster" all written over the MMO. But then again I've seen just too many MMO's crash and burn over the last years, ones which did not look like their graphics are directly from 2004.

Silver Crusade

Pathfinder Adventure Path Subscriber
magnuskn wrote:
Yeah, I may be a cynical bastard for thinking this way, but I see "disaster" all written over the MMO. But then again I've seen just too many MMO's crash and burn over the last years, ones which did not look like their graphics are directly from 2004.

World of Warcraft is from 2004. EVE is from 2003. Lineage is from 2003. Guild Wars 1 is from 2005. Everquest is from 1999 (and still looks the part). They're all still very much alive, profitable and going strong. Not sure what's your argument here.


Maybe there is no argument


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
magnuskn wrote:
Yeah, I may be a cynical bastard for thinking this way, but I see "disaster" all written over the MMO. But then again I've seen just too many MMO's crash and burn over the last years, ones which did not look like their graphics are directly from 2004.
World of Warcraft is from 2004. Not sure what's your argument here.

World of Warcraft has affected a stylized comic book art style, which has helped it to avoid many of the ravages of its graphics engines age. There are still numerous complaints on their forums about the, for modern standards, outdated textures and graphics.

What I've seen so far from the Pathfinder MMO art style looks like what did pass for "realistic graphics" from lots of years ago. It's not exactly building much confidence on my part.

Hey, I wish the guys all the best, but in regards to MMOs chances of success, I am really an old grumpy cynical bastard. SWTOR failing so hard ( both on a financial level and in my own expectations for the game ) really crushed a lot of my enjoyment of the genre out of me.

Also, personally I'd rather have seen some epic single player RPGs to bring Golarion to life as a video game. Rise of the Runelords or Curse of the Crimson Throne in Baldurs Gate/ Dragon Age style, anyone?


Gorbacz wrote:

How about the good old "go play 1E/2E"?

No, really. You'll be happier - these games have none of things you identify as problems. No rules for magic item creation, no problematic spells, no WBL, no wording problems (because most of the time, there's no wording), no MIMs and "GM is the Overgod of Creation" is spelled out right there in the book.

We will be happier - we won't have to endure 65 threads of yours that ultimately lead to nothing, because what you really want is to revert half of the ruleset to Gygaxian paradigm, something that most of people here are not the least interested in. While at the same time you have no issue with things that most people actually identify as 3.5/PF ruleset inadequacies, such as the iterative attack system, 15min adventuring day, Rogues/Monks being weaksauce, high levels being too unwieldy, Ivory Tower, etc. etc.

I'm not saying that you don't have the right to your opinions, but you're getting nowhere.

Whoa, you need to reread your 1E and 2E.

1) There are Item creation rules.
Permanent magic items have a 10% chance of losing Con permanently, but you get EXP when it is created.
Non-permanent (potion, wands, scrolls, staffs) have no penalty and you get EXP when it is created.

However, both take 9-11th level to finally start crafting.
There are optional rules for quest to get components.
2) Problem spells exists
3) While there wasn't WBL the rules caution you should have magic weapons that can pierce the DR of monsters sent against you before you are sent against them.
4) Wording problems yeah...there are... Haste (undefined if it system shocks you). Most things that system shock you say they do, but Haste doesn't. But it ages you, so some people argue one way and the other the other way.
5) Monks still are weak sauce. As are Thieves.
6) High levels still unwieldy

Silver Crusade

Pathfinder Adventure, Rulebook Subscriber

There was a...I want to say Book of Artifacts that had a section in the back about creating magic items in 2nd Ed., plus rules on charging up wand/staff items. Then later with the "2.5" Options books there was one that had some different options - Spells & Magic or High Level Campaigns?


Vorduvai wrote:
There was a...I want to say Book of Artifacts that had a section in the back about creating magic items in 2nd Ed., plus rules on charging up wand/staff items. Then later with the "2.5" Options books there was one that had some different options - Spells & Magic or High Level Campaigns?

I grabbed my copy of Player's Option: Spells & Magic (1st printing, 1996*). Spell Research & Magical Item creation is Chapter 7. On page 102-103 it reads, "Crafting magical items has been described in great detail in the book Book of Artifacts, and again in DM Option: High Level Campaign."

So yeah, it's in all three of those books.

*I've noticed that different printings have different wordings and organization of the text. Often times, material can appear on entirely different page numbers. I've seen rules completely removed or altered with different printings, with no mention of the change anywhere in the books.


shallowsoul wrote:
Gorbacz wrote:
shallowsoul wrote:
Vod Canockers wrote:

Out of curiosity, what more do you have to say Shallowsoul that you haven't said already?

You don't like the idea of magic shops.
You don't like the idea of easy access to magic items.
You really don't like access to "powerful" magic items.
You think that any GM that allows all those things is a bad GM.

Out of even more curiosity, what do you like about Pathfinder?

Don't put words in my mouth.

I never said anything about being a bad DM so get your facts straight. While I don't like it, it doesn't make you a bad DM.

Never knew the above encompassed all of Pathfinder. So if I have a problem with the above then I obviously have a problem with all of Pathfinder.

Gotcha.

So, what you DON'T have a problem with?

I will make it easier and list what I don't like.

Magic Item creation rules.
Problematic spells.
Weaknesses of magic fading.
How gear has become math filler.
Bad wording of things.
Magic Item Marts.
Spell Component rules.

I like most everything else.

As one of the people responsible for the ending of the last thread I'm just going to respond to you shallow...no offense is meant and all of the following is my opinion --not a fact.

So--I agree with all of your points. I think that magic shops are appropriate for a very specific kinds of games--a really whimsical one a la Discworld or Harry Potter or a pen and paper version of a video RPG--(by that i mean that players are all about combat and stuff over role playing and plot in preference) I guess what gets me about the above stuff is how much it really distances a game from any semblance of the literary fantasy root of the whole thing. (Arthur, king of the britons, went to the store and upgraded Excalibur.) It is that aforementioned characteristic of the video RPG--the progression by gaining artifacts by buying them--there is nothing epic about it in my opinion--its a different version of what is already wrong about society outside of the game itself. Item as status--possessions as the sole indicators of success. And the craft rules make it even harder to push the idea of questing for an item of real power--when that power is a +3 sword with a special ability. In my game world--that would be a revered artifact--it would have a name--a history--a way to effect the plot. In my present campaign i had a fourth level fighter with a +1 two handed sword undergo a fairly simple quest to activate the "fire rune" in the sword to gain the flaming ability. His response was to complain that it was only another d6 damage and wasn't worth the time. This is a guy who by min-maxing and powering a system can do +17 damage with a power attack overhand strike. Nothing is good enough for this guy and i think it may be time to part ways with him as a player.

Now--I like some of the ideas of that odd tent in the bazaar with the barrels of old weapons taken from tombs where the owner of the shop might not have a clue about what it even is---or a parchment and ink shop at the university with an interesting knicknack or two... but one of the sticky parts of pathfinder is the way that entire design is really world specific. The system is good as far as i'm concerned as a basic platform. I love the support stuff it is gorgeous--but I would never play in a standard D&D world again. It's like the game was designed to give you options of what to include in a world--and it automatically went to including every thing in it in the same world...i dunno--


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Pathfinder Adventure Path Subscriber

Now I understand that I am derailing what the current thread has become but I would like to respond to the original poster and his concerns with Pathfinder. Possibly much/all of this was brought up in the previous thread but to be frank I am too lazy/disinterested in sifting through the many pages. I agree with some of Shallowsoul’s points, mainly the fact that magic items have largely become static numeric bonuses that are neither fun nor interesting. As a player and as a DM I want the entire group to think Awwww, sweet! when a magic item is gained and generic cloaks of resistance +x and shopping at a magic mart does neither. However after playing and DMing several APs (our group pretty much only plays APs) I have come to the conclusion that static magic item bonuses are built into the system. Frankly without cloaks of resistance the DC on saves is too high for players to have a reasonable chance of making, without rings of protection and magic armor even mooks will have a far greater than 50% chance of hitting front line fighters, and without stat boosting items a 15 point buy is too limited for any character that needs more than one primary stat to function.

Myself and the other DM for our group talked about it and realized that to play Pathfinder without players having a ton of magic items we would either have to modify every single creature in an AP to balance it with the lower overall stats the party or we would have simply incorporate static enhancement bonuses into character leveling. Now I can’t take much credit for this idea as our system was based on a very nice system that someone posted on the house rules section of the forum. The basics are that on even levels players get several stats to increase while on odd levels they get to add enhancement bonuses to weapon damage/attack, armor, deflection, saves and natural armor. We have now gotten to 12th level in our Jade Regent campaign and it has more or less worked. I admit I think there are some improvements that could probably be made and at times it doesn’t play as nice with specific class abilities as I would like but I certainly think it works just as well as the standard Christmas tree effect that so many seem to complain about. Players have far fewer magic items but the items are actually interesting ones. Since there is no magic item economy when players find magic items they actually try to figure out cool ways to use them instead of selling them for half value so they can buy a better cloak of resistance.

If Pathfinder ever went to a second edition I would much prefer a system similar to this where there were no magic items of +1 to +5 but instead all magic items did something fun and cool. Overall I like the Pathfinder rules and they work better for me than any other system I have come across. When they don’t work our group sits down talks about how something does or doesn’t work and then comes to a consensus on wither or not to make a houserule.

Grand Lodge

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Rocketman1969 wrote:
It's like the game was designed to give you options of what to include in a world--and it automatically went to including every thing in it in the same world...i dunno--

D&D/Pathfinder is what we call 'kitchen sink fantasy'. It gives you everything and lets you decide what you want to throw out.


Gorbacz wrote:
shallowsoul wrote:

Im actually fine playing Pathfinder and pushing for the changes that I think would make a better game.

Question.

Who the hell do you think you are anyway? Do you think you are somebody special or someone with authority around here? The answer is of course no on both accounts.

You have the exact same level of authority as I do around here, none. You don't get to decide what thread stays and what thread goes. You don't get to decide what game I play nor do you get to speak on behalf of the community. You have a real neck on ya in thinking you can hop into any thread you like and derail the hell out of it with your almighty claims like you have some authority. You have a real nasty habit of doing that. I have already called you out on it before. You have no reason what so ever to post in a thread you don't like and if you can't srand to even look at it then there is the hide thread option. The thing is, you think your words carry weight and you just want to see how many favorites you can get.

My purchases of Paizo products help keep this site open and people paid their salary, I am a customer so I do have the right to play the game, not like certain aspects of the game, and then post about it on these forums. I can do that without your almighty permission.

Flagging posts do no good so I feel you needed to he called out yet again.

Who do I think I am anyway? Hmmm... Let's see.

I'm a guy who sees a person that seems deeply troubled with this game. I mean, 99% of your presence here is calling out things you don't like and demanding them to be changed. And all the time you're having a major emotional outburst every time somebody actually does not agree with your observations.

So I'm suggesting, and nothing more, that perhaps a different ruleset is better suited for your tastes. I'm not enforcing any authority, I'm not riding any high horse, I'm not telling you to shut up. It's a discussion forum and I'm entitled to speak my mind as long as I'm not crossing over...

Perhaps the fact that you are discussing the poster instead of the posting is crossing over the line. I'm not this guy and I think you are simply attacking. In this case--respectfully--why not just let it lie. I'm happy to discuss the points of the post because it is helping me clarify my antipathy towards certain parts of the game and to deal with a problem player who--it seems--would fit completely at home with the majority of posters in this site. So maybe if the sandbox isn't your cup of tea--you might want to go play on the slides for a while. M'just sayin.


TriOmegaZero wrote:
Rocketman1969 wrote:
It's like the game was designed to give you options of what to include in a world--and it automatically went to including every thing in it in the same world...i dunno--
D&D/Pathfinder is what we call 'kitchen sink fantasy'. It gives you everything and lets you decide what you want to throw out.

And excellent--but the standard read i'm getting on this is that the average is that everything is put into it as a base for the support material. Every world has gnomes or elves or dwarves. It is so key to this system that a game without "races" just doesn't seem to exist. The paladin argument in another thread points this out quite well. So I don't disagree with your point at all--its just--really really clunky in my opinion.


Aravan wrote:

Now I understand that I am derailing what the current thread has become but I would like to respond to the original poster and his concerns with Pathfinder. Possibly much/all of this was brought up in the previous thread but to be frank I am too lazy/disinterested in sifting through the many pages. I agree with some of Shallowsoul’s points, mainly the fact that magic items have largely become static numeric bonuses that are neither fun nor interesting. As a player and as a DM I want the entire group to think Awwww, sweet! when a magic item is gained and generic cloaks of resistance +x and shopping at a magic mart does neither. However after playing and DMing several APs (our group pretty much only plays APs) I have come to the conclusion that static magic item bonuses are built into the system. Frankly without cloaks of resistance the DC on saves is too high for players to have a reasonable chance of making, without rings of protection and magic armor even mooks will have a far greater than 50% chance of hitting front line fighters, and without stat boosting items a 15 point buy is too limited for any character that needs more than one primary stat to function.

Myself and the other DM for our group talked about it and realized that to play Pathfinder without players having a ton of magic items we would either have to modify every single creature in an AP to balance it with the lower overall stats the party or we would have simply incorporate static enhancement bonuses into character leveling. Now I can’t take much credit for this idea as our system was based on a very nice system that someone posted on the house rules section of the forum. The basics are that on even levels players get several stats to increase while on odd levels they get to add enhancement bonuses to weapon damage/attack, armor, deflection, saves and natural armor. We have now gotten to 12th level in our Jade Regent campaign and it has more or less worked. I admit I think there are some improvements that could probably be...

I got around it by adopting a character or "hero" point system. They gain points for roleplaying and can spend them to add d4 to any d20 roll or to auto-confirm critical hits or remove a d4 damage. It allows them to also interact by spending points to have a ledge outside the window or a handy rock by their outstretched hand when needed. They also get points when i have to use the plot hammer to move things along--eg: You wake up in the slaver's stockade because you were drugged last night and shanghaied...but you each get five CP. Smooths a lot of things over. The most powerful weapon in the campaign is a reptile bane +3 short sword.


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Rocketman1969 wrote:
TriOmegaZero wrote:
Rocketman1969 wrote:
It's like the game was designed to give you options of what to include in a world--and it automatically went to including every thing in it in the same world...i dunno--
D&D/Pathfinder is what we call 'kitchen sink fantasy'. It gives you everything and lets you decide what you want to throw out.

And excellent--but the standard read i'm getting on this is that the average is that everything is put into it as a base for the support material. Every world has gnomes or elves or dwarves. It is so key to this system that a game without "races" just doesn't seem to exist. The paladin argument in another thread points this out quite well. So I don't disagree with your point at all--its just--really really clunky in my opinion.

One of my GM's hates gnomes with a passion. There are no gnomes in his world. At all. They just never existed.

Until recently, I wouldn't have allowed a player to play a gunslinger in my world. The secret of gunpowder was lost (it was recovered recently by the PC's.

The inclusion of gnomes isn't an attack on my GM, the inclusion of Gunslingers isn't an attack on me, and the inclusion of magic shoppe rules isn't an attack on you or Shallowsoul. Those rules are there for those who want to use them, not for those who don't.

I like magic shoppes. I think they make a world feel more alive, and make a game more fun. So I use them. I'm glad the rules are there (even though I don't follow them as more than a guideline). I do not like Cavaliers, but I'm not upset that the rules are there. I just don't use them.

Assistant Software Developer

I cleaned up some posts. Discussing the history of a debate or a poster's involvement in it is sometimes relevant. However, it is important that those types of discussions remain civil, so that the conversation doesn't degrade into a shouting match or a pile-on. Those don't help anyone.

Assistant Software Developer

memorax wrote:
TOZ wrote:


Hey now, let's not get carried away!
How is that getting carried away. I go to other forums where if a poster does get out of line one of the flagging options include something along the lines of "trolling/flamebaiting" as a option that can be chosen. I think if they actively included it as a flagging option the amount of traffic in terms of negative threads imo would decrease. It's obvious we can't really police ourselves and some people go out of their way to cause trouble so why not. That would apply to myself. If I get out of line I deserve to be reported to the mods.

"Breaks other guidelines" is a fairly broad category.

Liberty's Edge

Ross Byers wrote:
memorax wrote:
TOZ wrote:


Hey now, let's not get carried away!
How is that getting carried away. I go to other forums where if a poster does get out of line one of the flagging options include something along the lines of "trolling/flamebaiting" as a option that can be chosen. I think if they actively included it as a flagging option the amount of traffic in terms of negative threads imo would decrease. It's obvious we can't really police ourselves and some people go out of their way to cause trouble so why not. That would apply to myself. If I get out of line I deserve to be reported to the mods.
"Breaks other guidelines" is a fairly broad category.

Good to know. Thanks Ross, sorry I am a pain sometimes. I'm trying to be better :)


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TriOmegaZero wrote:
memorax wrote:
The op really does not want any actual debate. All that Shallowsoul wants is validation of his gaming style and RAW to be rewritten to fit his houserules.

Don't we all.

No, I don't want RAW to be rewritten to fit my houserules. My houserules are no better than the houserules anyone else has made. If I want my houserules published, I will make a PDF of them and publish them myself.


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Just a few words about the previous thread that got locked.

First, I'm sorry that it got locked. In spite of the heated exchanges that were flaring up from time to time, I think a lot of really good discussion was made and I believe that most of us had the issue clarified a good bit. In the end I believe that the majority, probably the vast majority, of players have a very similar attitude about how magic items should be made available to players. Some GMs feel the magic shop allows players some freedom and flexibility, some GMs prefer to roll item acquisition into the story in a less arbitrary manner.

I think that several of us demonstrated quite well that magic shops do not automatically reduce role playing, unbalance the game or create free access to magic items as if there is some sort of Infinite Capacity Vending Machine of Magic Items. In the case of careful use of magic shops the game really operates much like a game without magic shops.

I think that we also demonstrated that availability of magic items is not restricted to the existence or lack of magic shops. Magic items found, quested, bought from locals or looted from treasure can be just as freely available as those in a magic shop.

So as far as I am concerned, that thread pretty much demonstrated for the vast majority of players that magic shops are just another tool that GMs can use to facilitate the development of players' characters.

I would like to apologize for baiting a couple of posters in that thread, I have to admit that I have a tendency to yank certain chains to see the person on the other end dance a bit. It's a bad habit and it's exacerbated significantly when the dance is so predictable. But I shouldn't do it, and I think that contributed to the tone of the thread degenerating to the point that it was closed.

I'll be better this time. Honest. :)

Liberty's Edge

It is so fun to watch the dance sometimes though....


Vod Canockers wrote:
TriOmegaZero wrote:
memorax wrote:
The op really does not want any actual debate. All that Shallowsoul wants is validation of his gaming style and RAW to be rewritten to fit his houserules.

Don't we all.

No, I don't want RAW to be rewritten to fit my houserules. My houserules are no better than the houserules anyone else has made. If I want my houserules published, I will make a PDF of them and publish them myself.

Tri's comment was a joke.

Shadow Lodge

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OR WAS IT? *DUN DUN DUN*


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TOZ wrote:
OR WAS IT? *DUN DUN DUN*

Dude, you are no help whatsoever, at all, ever.

I think I'm in love. :P

Grand Lodge

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How's that song go? Oh yes!

HARMONY HARMONY OH LOVE

Shadow Lodge

Chemlak wrote:

While I certainly respect your right to dislike aspects of the system, Shallowsoul, the simple fact of the matter is that there already exist games out there that behave the way you want: AD&D (1E or 2E) spring to mind. Pathfinder does not work that way (for better or worse). The point you keep making is that you want Pathfinder to change back to ways that were abandoned over a decade ago.

So, try this question out: why do you want Pathfinder to change when there are already rulesets out there that function the way you want?

I can't answer for SS, but I know why I personally wish that Pathfinder would move more towards my gaming tastes, despite there being games out there that far better suit them; the availability of players. Unfortunately, some players are unwilling to try out new systems. If it's not 3.X/PFRPG, then they have absolutely no interest. Hell, that attitude is fairly prevalent just on these boards.

I could make thread after thread like SS does trying to convince Paizo to change Pathfinder to be more like BRP or Swords & Wizardry, but I realize that that type if change is unlikely to be even considered before a new edition of Pathfinder comes out. I also pay attention to the posts of developers, and I would be vastly surprised if Pathfinder 2e moved in that direction; it seems much more likely to me that the game will move exactly in the opposite directions, and I have serious doubts that I will continue as a Pathfinder RPG customer once the new edition does arrive.


Kthulhu, I also share many of Shadowsoul's problems with the current version of Pathfinder. I've noted on many threads that I feel the magic item system is wholly and completely broken from concept to the last errata. It's a mess. It is counter-productive towards true character development. It provides intentional and unintentional synergies that create huge imbalance between player characters.

But Paizo isn't going to fix any of that. And as you point out, I'm not going to find many groups playing other, supposedly "better" RPGs. For general playing it's pretty much Pathfinder or D&D 4e right now. And as many problems as I have with PF, 4e is simply a completely different and less fulfilling game (to me).

So working within the confines of the rules we have, my approach is to accept the problems inherent in the game and provide the means to allow character development as cleanly and logically as possible, instead of trying to bend the rules to make the game more like I personally like it.

Thus I have magic shops in my game.

And I would have magic shops in any game with magic items at all. But in a game with far less reliance on permanent scalable magic items those shops would probably mostly sell potions, scrolls and one-shot magic items.

But they'd still exist. People will find a way to make money.


Kthulhu wrote:
I can't answer for SS, but I know why I personally wish that Pathfinder would move more towards my gaming tastes, despite there being games out there that far better suit them; the availability of players. Unfortunately, some players are unwilling to try out new systems.

I can definitely see that. I've played multiple systems, and have enjoyed several of them. Rifts and Shadowrun are still favorites of mine. However, now that I'm married and my wife games with me, she does not like learning new rules or new systems. So I try to stick with one system for her benefit. Most of this has to do with her being dyslexic, so she doesn't read the rulebooks - everything has to be explained. So if she is going to learn a new system, I have to have a mastery of it in order to explain everything. It's kind of a catch 22. In order for me to master a game's rules I have to play it, but since I won't play without her, I can't learn the games rules well enough to be able to explain it to her.

So we stick with Pathfinder, because it's a system I know well and we already have an established group that works well together.

For a short while we had two games a week, one Pathfinder and one 2nd ed AD&D. You could imagine how confused she got trying to remember which was which when we played. (Not that she's stupid, mind you; she'll school anyone here when it comes to chemistry. And when it comes to the sciences, she out-performs me in almost every way. Oh, and she never studied in college and still ranked the top in every science class. She just has a hard time reading).


Wrath wrote:

I guess part of it comes down to what's important to the players oncept of heir character.

In the games my group runs, we care more about the plot advancement and the personalities of our characters than we do about our gear. As far as we're concerned, the gear is just a useful tool to help our characters reach their potential.

None of us talk about using the mighty sword flame striker to kill something. We do however regularly talk about moments like the time Malus the cleric leapt off the bridge in Sharn to pursue a shape shifter, all the while hurling magic at the foe while plummeted from the mighty spires of that city.

We focus on the character, not some story behind an item. Part of the reason is if you start wielding weapons with epic names and history, then it is the gear that is epic not the character.

As such, we tend to have moments during a campaign where we can respec our gear to wbl. This is done at moments that make sense, such as down time in big cities.

The equipment is secondary to the characters and the characters drive the story. Magic shopping allows the DM to spend more time weaving great plots than trying to throw in loot that's useful. It also lets us spend more time focusing on our characters and the plot rather than chasing some tenuous lead for a sword that in likelihood ha already been looted if it was that famous to start with.

I suspect it's a divide in what's important to a player in regards to his character that drives the like or dislike of ye olde magic shoppe.

Cheers

This a thousand times. We've had our disagreements on things in the past Wrath, but here we're in total agreement.

To me, D&D or Pathfinder or just about any other roleplaying game I choose to play is about the characters. Gear is absolutely nothing more than something to support the character. It's a part of the character's capabilities, that helps the character do its job and perform as expected of that character.

To give an example from Pathfinder core items, the Quickrunner Shirt is a very big deal to melee PC's with a BAB of +6 or over (or those using Two Weapon Fighting without house rules) because if they aren't able to get in their full attack then they're not dishing out the damage that is expected of them, and they're letting down their team.

Now, would I prefer to throw all the magical crap out the window and integrate these abilities into the characters? Hell yeah I would. But that's not the way the game is designed, and barring some heavy house-ruling it just won't happen.


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In our games we care about plot advancement, personal growth of the character, AND stats & gear.

It's not one or the other. Liking statistical mathematics and gear enhancements does not mean one must sacrifice plot development and character growth. That line of thinking is very akin to the idea of a roleplay vs powergamer. They are two separate ideas; they are not opposing concepts.


I... what?

I think you may have misunderstood me bookrat. I like the statistical mathematics and the different options that gear opens up to me. But for me the gear is entirely background stuff. It's part of the character's abilities and not something I put any real narrative value on, if that makes sense.

The Exchange

@ Kyrt - yeah Kyrt, I actually suspect this is part of the reason we've had the dosconnect in our approaches over the past. Our group has always made gear readily available at times, which means we probably don't see many of the issues you have pointed out or come up with house rules for. I've always seen the game as balanced as long as you use everything that's provided. Sometimes that could break verisimiltude, but mostly it just let us play the characters we wanted.

For us it works, but I can see why others would want a change in things.

cheers


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If ever a thread needed to be jacked...

The other thread got me thinking about magic shops that have worked in my games. Now, I'm not a huge fan of "Ye Olde Magic Item Shoppe," in which every first-level scroll, potion, and wand, every +1 item, and every minor magic item can be found. That would be less like a Wal-Mart and more like a Tiffany-Tesla-Boeing-hospital-Powell's. For me, it takes some of the wonder out of the game, and the fun out of shopping.

On the other hand, as a player I loooove shopping, and as a GM I like for my players to have the items they want, or the items that will help them overcome the difficulties I set before them. I don't necessarily want to seed every encounter with perfect items, because that breaks verisimilitude for me just as much as a Magic-Mart. ("The longsword is the most popular weapon in the world, but no one we fight seems to wield them. Why is that?" "Well, none of you specialize in longswords...") Without a magic seller of some kind there is no place for those +1 longswords to go. Sure, they could find individual buyers, but that would mean more time spent shopping and less time spenr adventuring, which is less fun for everyone. They want to Find Paths, not be Door to Door Magic Item Salesmen. Likewise, there is no reason to ever give players gold if they will never have anything to do with their money.

Instead, I choose to have fun with it. In Sandpoint: no magic shops. Too small.

Turvik, no magic shop...:
In Turvik, no magic shop, but the "settlement" rules say that Turvik should have some number of magic items. Luckily, there are various web pages that will roll those items randomly for me. Using one of those pages, I came up with eight arcane scrolls, six potions, two divine scrolls, and a wand, all of which were being sold by a drunken wizard who basically lives in a mead hall. He sells occasional scrolls and potions to finance his alcoholism. In another meadhall, the party can find a (recently) one-legged half-elf who wants to sell his +2 half-plate, +1 ranseur and ring of feather falling, because he's sick of losing limbs while adventuring. There are other items, five of them each worth over 10k gold, than can be found, but my players didn't have that much gold, so it didn't seem worthwhile.

Little towns are easy: by the settlement rules, the only a metropolis will have more than sixteen minor magic items (and even then will only have 16 medium and 12 major, tops). My players have only seen one metropolis, recently: Kalsgard.

This one was fun.:
I borrowed from Richard Pett's Your Whispering Homunculus, and tweaked them a little, then I gave my players a list as they explored. In the Amber Quarter, for example, they found:
Longman Sleen — Purveyors of Fine Skins, Tusks, and Fingers of Beasts and Monsters sounds silly, but they are the city’s highest-end seller of jewelry and clothing made from magical beasts.
Barghies Dog Armor: if you have a dog, Barghie has your armor.
Tanperenemy, Kifman, and Sludd – Rare Tobaccos and Pipes from across the Known World is a comfortable shop, full of chairs and couches, where thralls move quickly but gracefully to light your pipe, and you can sample fine tobaccos (and other smokeables) from across the Inner Sea. There is a glimpse, through a curtain, of a back room. (With a DC 18 Diplomacy, the characters can learn the password to the back room, which is the only place in Kalsgard to get arcane potions, since potions are a sign of witchcraft, and witches are forbidden.)
Rare Maps and Treatises is exactly what it sounds like. Had the party gone here, they could have gotten a magical map to make their journey easier.
Serendipity Antiquarian’s Hall: a wondrous item shop where the goods on display change daily, but whose proprietor swears there is no “back room” or “warehouse.” “What you see is what I have,” he says. (This is the only place to get "wondrous items," in town, and every day a new percentage chance is rolled to see what is in stock. This rewards frequent visits and paying attention.)
Every Incense: the name is appropriate – passersby often cross the street to avoid the clinging smells.

In other quarters, they found:
"Noble Svenn’s Scrolls – The only scrollseller left in the city, Svenn’s is a three-story building (two and a basement, really), with tens of thousands of individually holed scrolls, each organized according to their power source, power level and effect. Svenn knows that he is the only game in town, largely because he has run all of the smaller scrollsellers out of business. As such, he charges 10% more than base for all scrolls, and any that offer protection from cold or include fire-pased effects cost 50% more than normal retail. (Because it's always cold, see.)
Quibbley Oddities is less an “oddity” shop and more a “wandseller.” Magic is often frowned upon, however, so the front room is full of stuffed and mounted animals and second-hand knick-knacks. If he recognizes an adventurer, however, he ushers them into the back room. Here, and in the basement below, he keeps low-level wands, staffs and rods. If sweet-talked, he may have a higher-level item laying around.
All Things Owlbear, more of a boutique, a bizarre bazar that caters to owlbear aficionados. Here, you can purchase owlbear figurines in pewter, wood and precious metals, as well a clothing made from owlbear feathers and hides. Behind the counter stands a large stuffed owlbear and seems to loom over the proprietor, Gutter Clawfist, a former adventurer who lost half his hand to the creature on display before bringing it down. He knocks 10% off the price for anyone who has a owlbear related story (true, of course), and buys owlbear merchandise at collector’s prices.
Strength of Arm: One of the few shops in the city run by a half-orc (whose name is on the sign). Arm sells melee magic weapons of all kinds, and nearly any low-level magic weapon can be found here. He does not craft his own items, but rather runs the shop for a former adventuring companion, a dwarf named Kell. The two have a successful business despite not having spoken a word to one another in years.
Oort’s Armory: Oort is both the proprietor and the blacksmith, though his wife and five daughters manage the daily business of the shop. The Armory is not separate from his forge, however, and while there are many fine magical armors on the racks, the sound of his hammer echoes around you as you browse.

Magic armor and weapons are much easier to come by, but only up to a +1 weapon, or a +2 armor or shield (and those very rarely). The Linnorm Kingdoms are always at war, and battle is a way of life. It would be wrong not to keep weapons available. This means a lot of turnover, though, so individual weapons may not be in stock. At Oort's the characters picked up one of the daughters as their NPC crafter, and she has a... dangerous crush on one of the PCs. Think Alicia Silverstone and Cary Elwes. If there hadn't been a magic shop, they never would have had reason to bring her on board, and I would be down a plot hook.

Magic items above "minor" can't be bought in a shop. Making the magic items available as per the settlement rules allowed me to create these:
+2 Halfling Slingstaff of Frost, being sold by a sullen halfling whose party was apparently headed due East. (Did he lose the vote about going to a place where everything has cold resistance? Yes he did! was this a lesson to my party about the dangers of democracy in adventuring companies? Yes it was!)
+1 Blowgun: “I found this in a dungeon. A blowgun! Who even uses these things?” (The blowgun is particularly long and well made, and can be used as a quarterstaff.) (And there were bad guys later in the adventure who used blowguns, so this was foreshadowing.)
Ring of Climbing, Improved: Sold by a half-orc who just bought a bar and was retiring from adventuring. The inscription read: “Ad Astra per Aspira”
Immovable Rod: Being sold by an adventurer. It was a gift form her lover, meant to represent his love for her. She caught him sleeping with the group’s cleric of Calistria.
Bag of Holding, Type 4: There is a Belt of Incredible Dexterity inside (which is also a Belt of Gender Transformation).
Wand of Enlarge Person (1 charge): A sad rogue is looking to sell this, and a broken +2 greatsword for 7000gp
Broom of Flying: A sleek copper broom with the word Sirius etched on the side.
Belt of Physical Might +4. Gold trim, with an extremely large buckle bearing an auroch’s horns.
Staff of Fire: A long staff decorated with salamanders and efreetis that seem to move whenever the staff is lit by firelight.
Staff of Healing (0 charges): An adventuring cleric of Iomedae is looking to get rid of it, and is willing to bargain, as it ran out of charges too soon to heal the woman he loved.
Potion of Cure Serious Wounds: At the potion shop. Works, but makes the user’s eyes glow blue for one hour.

My group couldn't afford any of these, and didn't even follow up on most of them, which means that I get to use them again, later! I'm really hoping someone bites on the Bag of Holding...

I like for my magic items to do things. I remember a +1 greataxe that my players bought that had runes on the blade that seemed the glow like lightning whenever it struck. Just a +1 greataxe, but the player loved that axe and got it enchanted with electricity powers as soon as possible.

So, what interesting things have you done with magic shops/ magic item acquisition (aside from graverobbing or home invasion, aka "adventurers' bread and butter")?

Sovereign Court

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From the last (closed) thread to this one, this discussion has become a rhetorical parade. Shadowsoul, please lay out your house rules for magic item availability, either here or in the House Rules boards. If I like them I'll use them. Some other people may do the same. If the rules are thoughful they may become widely accepted, maybe popular enough to be at the forefront some developer's thoughts when writing product. That's really all you can ask for from this thread.

Lay it out. I'm not fond of the current rules, I'm an active DM. I'm all ears (eyes?).


Forgot to mention: if, by RAW, magic item shops only make sense in metropolises, then there are about two dozen cities in the Inner Sea that would qualify, about one per major country. Even Magnimar, which is only a large city, doesn't qualify. If you do a search for "metropolis" on the Pathfinderwiki, you'll find a nice list of them. If you don't run on Golarion, but want to go exactly by RAW, then just make sure that all of your "big" cities only have 24,999 people in them.

It doesn't seem, to me, like the rules actually lean towards a magic item shop in every city, and games can easily run for years without ever seeing a city of more than 25,000 people.

The Exchange

bookrat wrote:

In our games we care about plot advancement, personal growth of the character, AND stats & gear.

It's not one or the other. Liking statistical mathematics and gear enhancements does not mean one must sacrifice plot development and character growth. That line of thinking is very akin to the idea of a roleplay vs powergamer. They are two separate ideas; they are not opposing concepts.

I agree bookrat, they're not the same.

However, you can approach it completely from the side where making magic items available makes for an amazingly great game.

My group meets once a fortnight for about 3 hours. This is more time than we've ever had, and yet when running an AP from level 1 to level 20 it seems to take forever. We focus on developing the personality and actions of our characters in pursuit of the plot. We don't focus on the history of our gear, as it takes away from the plot, rather than adds to it.

Earthdawn (first edition at least, haven't played the new ones) went the other way. You could actually buy magic gear from shops in that game. Each item had been looted at some point from the pre horror world. In order to unlock its full potential, you had to research the history of the weapon so you could tie more threads to it. In that game system, the gears history was part of your character.

I see no reason why you couldn't do the same thing in Pathfinder if you wanted history for your items. A shop is still available, the owner might even know its history. I could see a scene where the seedy merchant says "This dagger was once used to kill the high priest of teh cult of Rovagug, just as he was about to enact the ritual to awaken the Tarrasque. The owner traded it for some shoes of expeditious retreat and a new set of underwear". Now you have your magic shop and your magic item history.

For us though, and apparently quite a few others, the history doesnt matter. "This sword is mine, there are many like it, but this one is mine. I will use it to destroy evil and loot the tombs of the ancient races."

Cheers


kyrt-ryder wrote:

I... what?

I think you may have misunderstood me bookrat. I like the statistical mathematics and the different options that gear opens up to me. But for me the gear is entirely background stuff. It's part of the character's abilities and not something I put any real narrative value on, if that makes sense.

After rereading what the two of you wrote, I think I did completely misunderstand you. I apologize. :(

I once played in a low magic 2nd ed campaign where we were constantly fighting demons and devils. If you recall, in 2nd ed, demons and devils had certain immunities where you were required to have a magical weapon to even be able to strike them. Getting that magical item was very important to the game, and if you lost one (like my character did, twice - once due to a critical miss where the sword got lodged in the ceiling and the next round we had to flee, and the other time because we needed information and to get it we had to sacrifice something important, and I was the only one willing to sacrifice anything at all), you were screwed. Losing that magical weapon meant you couldn't attack the demons and devils - and those were the only monsters we fought the entire three years I played that game. It also really sucked that the GM considered you losing your magical weapon to be your fault (as in you the player), and as punishment it often took months to get a new one - both in character and in real life. Literally, 10+ sessions without a consistent way to contribute to combat.


Selk wrote:


please lay out your house rules for magic item availability

Not Shadowsoul, but I thought I might do so as well, for the fun of it.

In campaigns I run, scattered throughout the world are Temples, Wizard Guilds, and Legendary Craftsmen. Each of these has at least one crafter capable of crafting items with a caster level of up to 20th (keep in mind that the crafting rules, barring errata/faqs at least, allow one to craft just about any item at any caster level with any spell, regardless of their caster level or their spell, assuming they can make the craft checks) and multiple assistants (for Aid Another checks and crafting the cheaper easier items.)

Furthermore, I've changed the rules for the time it takes to craft magic items to take one hour per 1000 gold of the item's cost, with a minimum crafting time of one hour and a maximum number of cheap items crafted under the limit within that hour equal to the crafter's ranks in Spellcraft/Craft X.

These crafters generally maintain a short list of orders, and will complete any item ordered in roughly one fortnight (barring particularly expensive items.) Payment required is 1/2 up front, 1/2 after completion.

If an item isn't picked up within another fortnight after it was completed, it goes for sale with a 5% chance each day until it gets purchased either by the one who ordered it or someone else.


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I need to read this page, but before I do, I want to post before I have to read another page, and then the thread is locked. So if some of what I have to say is redundant, bear with me.

First off, it should not be surprising that people that often like to play spellcasters as players are also the same ones that don't like magic items readily available. While all classes can benefit from easy access to magic items, it is the non-casting classes that benefit most.

Take something like a shadow for example, for spellcasters these might be annoyances because they might have not taking/prepared the best spells to fight something like this, but a non-caster with only a mundane weapon can't even threaten it at all.

So restricting access hurts non-casters more (especially if you are not seriously nerfing the spellcasters at the same time), so why do it? I can think of two reasons, (1) they just don't realize it since they play casters they just don't consider what effect it has on non-casters. (2) They don't like non-casters competing with casters, "No you can't get an item that will allow you to fly a certain number of rounds a day, only a spellcaster can do that. Maybe if they feel generous they might share some of that with you." I hope it is more of the former than the latter.

Next up, I thought someone in the other thread made a good point. They said that if the obtaining gear was in itself an adventure worthy thing, then sure go for it. But if the party is already involved in a world-saving epic adventure, then tracking down some gear probably should be hand-waved and done off-stage. I don't know, maybe it is because of my life, but I don't get to game as much as I would love to. This means my gaming time is important to me. Saving the kingdom from the rampaging dragon is more important to me than trying to convince the old fellow out in the cottage to make me a ring of sustenance. It would be great if I had time for both, but I don't and that is the trade-off I (and the people I game with) choose to make.

Some people had said, they don't like the feeling of being able to walk into a shop and get anything. I agree, that is hokey. On the other hand, just because my group says, "We spend the next month stocking up in town and enhancing our equipment." Doesn't mean they went into a shop and everything was there already. What it means is those details were handled off-screen. They could have involved running mini-quests for some old hermit or killing some exotic beast for its blood or whatever, but it wasn't part of the action that took place during the game session.

Just as I never saw Captain Kirk take a dump, didn't make me assume that in the future, all Star Fleet captains didn't defecate. Likewise, just because an action isn't played out during the game session doesn't mean it couldn't have happened.


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pres man wrote:
Just as I never saw Captain Kirk take a dump, didn't make me assume that in the future, all Star Fleet captains didn't defecate. Likewise, just because an action isn't played out during the game session doesn't mean it couldn't have happened.

Potentially gross response:

lol:
How soon can we expect a "Defication: Do you enforce ALL of them" thread to appear :)


Adamantine Dragon wrote:
But in a game with far less reliance on permanent scalable magic items those shops would probably mostly sell potions, scrolls and one-shot magic items.

This is how my world works. In another thread, I said that I don't have shops, but I didn't know at the time how that would be construed. Local clerics and hedge wizards do fashion and sell one-shot and limited-use items.

Otherwise, I have experimented with items that "level up" aong with PCs, as a rudimentary way of simulating that the power is coming from the PCs (within existing game mechanics). I have also experimented -- with the help of Trailblazer -- with simply building the bonuses needed for balance directly into character advancement.

After reviewing alternatives, I think that PF is the best system available. I think that this is primarily because it represents the natural evolution of 3/3.5, which (I believe) initiated the Renaissance of RPGs. I believe that I can have everything I want by house-ruling PF.

Liberty's Edge

Until I decide to ever work on a homebrew setting will be using either Forgotten Realms or Golarion as my world to game in. so I'm keeping the magic shops in the game. I may restrict it in my homebrew yet to be honest never saw a problem with them. So far no player in my group or being a player in another game. Have never seen anyone run rampant with magic shops or see a game fall apart because of access to magic items. After all if the pc have access to those shops so do npcs and in certain areas intteligent monsters.

Liberty's Edge

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I havent joined this discussion before, but Id like to throw my 2 cents in on how I view and use Magic Shoppe's in my campaigns.

1st- They are an intricate part of a 'Magic' filled world.

A) Unless you play in worlds that have a shortage of spellcasters, it is highly unlikely all spellcasters will be adventurers. Many will be advisors, but just as many will be using it as a source of income.

B) That being said, using the rules of economics- The quick to make easily profitable items are what will be readily available. Wands, Potions, scrolls. Things that the crafter knows customers will be coming back for many times.

C)Permanent items are less likely to be readily available- because of the time needed to craft them, and the investment vs return for the creator.

2nd- So Shoppes will be more like curio's with lots of low powered things, but few few few of any high dollar items.

A) It's up to the GM to control what items are availabe In Shoppes. Don't rely on a die roll. pre-ordain whats there and whats not there.

B) Each Shoppe will have several Casters who supply them with goods. So the Shoppe becomes the place where the when a customer says "I want a belt of Giant Strength." The Shoppe Keeper says "Well I know I guy. For a fee I can pass on the info.

C) Turn these forays into adventurers in and of itself

D) The Caster says "Thats quite a time investment. I tell you what Ill work on that for you, which will take me away from my normal routine, if you do....XXXX for me."

3rd- I think what turns most DM's off on the Shoppe Idea is to treat it like Walmart. or inbetween game shopping.

A) Make it part of the game evironment and I think most will hae fun with it

B) I dont see any issues with parties going to the temple and saying "We need a cure light wounds wand." The Priest says "Thats quite a time investment, It will take me away from tending my flock. But I tell you what I can have one ready for you in 10 days time if you are willing to go tend with this Bandit whos been terrorizing some of my people in this area..."

Catch my drift?

my 2 cents

Silver Crusade

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Pathfinder Adventure, Rulebook Subscriber
Adamantine Dragon wrote:
I think that several of us demonstrated quite well that magic shops do not automatically reduce role playing, unbalance the game or create free access to magic items as if there is some sort of Infinite Capacity Vending Machine of Magic Items. In the case of careful use of magic shops the game really operates much like a game without magic shops.

I gotta say that I am coming around to this line of thinking. Prior to the original post's discussion I was definitely against it, but negative extreme connotations of "Magic Shoppe" overshadowed what can truly be a cool concept. It just has to be treated with some degree of thought and consistent within the context of the campaign. I see now for me it's not the "Magic Shoppe" issue but the 75% availability issue...and even that's not really an issue if it's not the entire list of Magic Items potentially on the racks.

Somewhere I keep running into a need to homerule a line of separation, beyond gp value. What's commonly known and understood in the heroes' line of work? What's uncommon or rare? What's never been seen before and so jealously guarded as to provide an advantage to that country/society/clan/whatever? What's made by crafters that they'd never sell except to those they implicitly trusted (by reputation or quest)? Somewhere for me there's another line besides "artifact" and "magic item" but not sure how to tackle that one. It's not a problem in my campaign now, but I could see it becoming that way later on - especially if I loosened up the reigns on incorporating the Magic Shoppe concept.


pres man wrote:
just as I never saw Captain Kirk take a dump, didn't make me assume that in the future, all Star Fleet captains didn't defecate.

While it can't be confirmed or denied that Kirk ever dropped a deuce, we know for a fact that Mal Reynolds pees standing up. Just say'n...


Vorduvai wrote:
Adamantine Dragon wrote:
I think that several of us demonstrated quite well that magic shops do not automatically reduce role playing, unbalance the game or create free access to magic items as if there is some sort of Infinite Capacity Vending Machine of Magic Items. In the case of careful use of magic shops the game really operates much like a game without magic shops.

I gotta say that I am coming around to this line of thinking. Prior to the original post's discussion I was definitely against it, but negative extreme connotations of "Magic Shoppe" overshadowed what can truly be a cool concept. It just has to be treated with some degree of thought and consistent within the context of the campaign. I see now for me it's not the "Magic Shoppe" issue but the 75% availability issue...and even that's not really an issue if it's not the entire list of Magic Items potentially on the racks.

Somewhere I keep running into a need to homerule a line of separation, beyond gp value. What's commonly known and understood in the heroes' line of work? What's uncommon or rare? What's never been seen before and so jealously guarded as to provide an advantage to that country/society/clan/whatever? What's made by crafters that they'd never sell except to those they implicitly trusted (by reputation or quest)? Somewhere for me there's another line besides "artifact" and "magic item" but not sure how to tackle that one. It's not a problem in my campaign now, but I could see it becoming that way later on - especially if I loosened up the reigns on incorporating the Magic Shoppe concept.

You might try some sort of Knowledge: Arcane roll (or something else if the item relates to one of the other knowledges) to determine if a PC has ever heard of a specific magical item that they haven't specifically encountered before. Or an INT check to see if the character can come up with the idea to either commission one or design one.

Dark Archive

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Vorduvai wrote:
Adamantine Dragon wrote:
I think that several of us demonstrated quite well that magic shops do not automatically reduce role playing, unbalance the game or create free access to magic items as if there is some sort of Infinite Capacity Vending Machine of Magic Items. In the case of careful use of magic shops the game really operates much like a game without magic shops.

I gotta say that I am coming around to this line of thinking. Prior to the original post's discussion I was definitely against it, but negative extreme connotations of "Magic Shoppe" overshadowed what can truly be a cool concept. It just has to be treated with some degree of thought and consistent within the context of the campaign. I see now for me it's not the "Magic Shoppe" issue but the 75% availability issue...and even that's not really an issue if it's not the entire list of Magic Items potentially on the racks.

Somewhere I keep running into a need to homerule a line of separation, beyond gp value. What's commonly known and understood in the heroes' line of work? What's uncommon or rare? What's never been seen before and so jealously guarded as to provide an advantage to that country/society/clan/whatever? What's made by crafters that they'd never sell except to those they implicitly trusted (by reputation or quest)? Somewhere for me there's another line besides "artifact" and "magic item" but not sure how to tackle that one. It's not a problem in my campaign now, but I could see it becoming that way later on - especially if I loosened up the reigns on incorporating the Magic Shoppe concept.

I use the minor/medium/major item rule. That's what it's for. Major items are never available. They are almost exclusively quest items. That quest can be contained within the confines of said city, however. Medium items are extremely rare and are only available as I "once in a blue moon" drop them in. Minor items above 5000 gp are uncommon at best, below are a little more common. These items are still not readily available and have a 75% chance rule. Items below 1000 gp tend to be more common. Potions/scrolls/ and sometimes wands are readily available. Not all though. I use the Ultimate Equipment Guide common and uncommon to determine what is READILY available and CHANCE to be available.


Vorduvai wrote:
I gotta say that I am coming around to this line of thinking. Prior to the original post's discussion I was definitely against it, but negative extreme connotations of "Magic Shoppe" overshadowed what can truly be a cool concept. It just has to be treated with some degree of thought and consistent within the context of the campaign. I see now for me it's not the "Magic Shoppe" issue but the 75% availability issue...and even that's not really an issue if it's not the entire list of Magic Items potentially on the racks.

A couple of things:

First, practical: the entire list of magic items doesn't fall into the 75% availability category, even in a metropolis. The price cut off is actually fairly low, so a large number of the more prized and sought after thing won't be there.

Second more conceptually: Are you thinking of the various magic stores in a town actually having three quarters of the eligible magic items (or more, since there would be extras of many of them) sitting on shelves? I prefer to think of all the stores only having a few score items (beyond the basic potions and scrolls) that have a 75% chance of having the item you're looking for.
I admit that doesn't work to well if you imagine a player going through the list asking about each item on it, but you don't have to let him do that. Don't get too simulationist about it. Don't work out exactly what items are there beforehand. Make up a few, so you've got something to mention when the player asks, then get the player to ask what he's looking for and let it be among the rest. Or not.

I also would go with what a couple people said in the previous thread. 75% is a rough estimate. Things that match the community would be mroe available. If you're looking for heavy armor and axes, the dwarven town is a better bet than the elven ones, etc.
I'd also make weaker items more available in general. Things towards the top of the base cost less so.

Silver Crusade

Pathfinder Adventure, Rulebook Subscriber
DragonBringerX wrote:
I use the minor/medium/major item rule. That's what it's for...I use the Ultimate Equipment Guide common and uncommon to determine what is READILY available and CHANCE to be available.
thejeff wrote:

A couple of things:

First, practical: the entire list of magic items doesn't fall into the 75% availability category, even in a metropolis. The price cut off is actually fairly low, so a large number of the more prized and sought after thing won't be there.

Those points make sense to me - a quick examination of the Ultimate Equipment Guide shows a Metropolis 16K gp cutoff between the "Medium" class of items, so what falls on either side of that seems like a good place to start.

thejeff wrote:
Second more conceptually: Are you thinking of the various magic stores in a town actually having three quarters of the eligible magic items (or more, since there would be extras of many of them) sitting on shelves? I prefer to think of all the stores only having a few score items (beyond the basic potions and scrolls) that have a 75% chance of having the item you're looking for.

No the latter as you stated, but having the problem in my mind that player X decides "I have to swing by Irongate and pick me up a Medium-class Metamagic Rod of Ubersauce" because he has 15K gold saved up and assumes the d100 is in his favor.

thejeff wrote:

I also would go with what a couple people said in the previous thread. 75% is a rough estimate. Things that match the community would be mroe available. If you're looking for heavy armor and axes, the dwarven town is a better bet than the elven ones, etc.

I'd also make weaker items more available in general. Things towards the top of the base cost less so.

That's the flavor I'm thinking about, and any "Magic Shoppe" I definitely want to fit the context of the region and not be a pure random Skyrim-esque shopping experience (not that I don't love Skyrim mind you, but not looking for that aspect in a PF campaign).

Thanks!

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