Magic Item shops... Critique please. Very rough draft


Homebrew and House Rules


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Okay, I know people are on both sides of the fence when it comes to this, so I am trying to reach a certain compromise to it. A very rough draft that I would like to see some thoughts about this being put to use. Good, Bad, or Ugly I welcome. I came up with this after reading Red Brick's Earthdawn players Guide. I added my own to it and thought it might be doable.

So thoughts on GM's POV for using it? Thoughts on PCs having to use it? Thoughts on if the values in the charts make sense?

Magic Item Shops

Scrolls, wands, and potions are sold as normal per the core rulebook for availability in towns.

Magic Weapons +1 thru +5 with no special abilities sold as scrolls, wands, and potions.

Magic Armor +1 thru +5 with no special abilities sold as scrolls, wands, and potions.

Ring of Protection +1 thru +5 with no special abilities sold as S, W, and P.

Cloak of Resistance +1 thru +5 with no special abilities sold as S, W, and P.

Skill Items +1 thru +5 with no special abilities sold as S, W, and P.

Spell Enchancers +1 DC to a specific school or +2 DC to a specific school sold as 3000 gp and 12,000 gp.
************************************************************************
Purchasing Goods ( borrowed Red Brick’s chart from Earthdawn Players Guide p.240) I added more to what they originally created.

DC 10 for everyday items including Masterworked quality. Caster Level available 1-2. One check per hour that takes 10 minutes to complete during that hour.

DC 15 for average items including +1 items. Caster Level available 3-5. One check per 2 hours that takes 30 minutes to complete during that hour.

DC 20 for unusual items including +2 items. Caster level available 6-8. One check per 6 hours that takes 1 hour during that time to complete.

DC 25 for rare items including +3 items. Caster Level available 9-11. One check per 2 days that takes 4 hours during that time to complete.

DC 30 for very rare items including +4 items. Caster level available 12-14. One check per 4 days that takes 8 hours during that time to complete.

DC 35 for obscure items including +5 items. Caster level available 15-17. One check per week that takes 2 days’ worth of time to complete.

DC 40 for unique items which includes everything beyond +5 items. Caster level available 18-20. One check per month that takes 1 week to complete during that time.

Magic items sold at 50%, mundane items sold at 25%, magic items sold with special abilities at 60-70%.
Unique items modifiers +10, +20, or +30%. Economic modifiers due to supply and demand + or – 10%, 20%, or 30%.

Special Materials

Silver- everyday item
Cold Iron and Darkwood- average
Mithral- unusual
Adamantine - Rare.

Special Abilities and Tailored made items

Players are able to seek out crafters if they successfully use diplomacy to find crafters that are able to create special or unique items provided the players have the resources and time to allow for such. Bluff, Intimidation may also be used, but they will raise the DC by +5. Failed attempts using Bluff and Intimidate will create an unfavorable outcome that the player and GM will have to role-play out during game time. The salesperson will also not sale to the PC for a certain period of time that the GM will deem plausible to the NPCs reactions to the PC’s failed attempt. Other measures may be taken to correct the failed attempt, but the GM will make the final call to these attempts.

Thanks for checking this out.

Hopefully, this won't offend too many people.


Shame filled bump.


Not bad... I will assuredly test it out in my next Homebrew.


SOme thoughts

Waiting times?
Buy an item of furniture say, and you often have to wait for delivery.
So what level of stock does the shop hold against anticipated demand?
What if the local lord confiscates the 'stock' to support the 'defence of his lands'? Is there a local thieves guild? All reasons to keep stock levels low.

Does the crafter have other commitments (e.g. working for said local lord?) What is the shop's (guild?) relationship with the crafters? Extra 'agents/representatives/middle-men' also adds to the expense.

Tax (at several levels including raw resources for construction)? The trade in magic would be very lucrative, too good an opportunity to pass up for the tax-man in my opinion (e.g. just look at the taxes motorists have to pay).

Legality (without wishing to get into a firearms debate)? How legal would a weapon capable of mass destruction (e.g. a wand of fireballs) be? Would the lord want lethal mercinaries (the pc's) to have unfettered access to the 'latest weaponry'? Does the shop-owner/crafter need authorisation to make the item?


strayshift wrote:

SOme thoughts

Waiting times?
Buy an item of furniture say, and you often have to wait for delivery.
So what level of stock does the shop hold against anticipated demand?
What if the local lord confiscates the 'stock' to support the 'defence of his lands'? Is there a local thieves guild? All reasons to keep stock levels low.

Does the crafter have other commitments (e.g. working for said local lord?) What is the shop's (guild?) relationship with the crafters? Extra 'agents/representatives/middle-men' also adds to the expense.

Tax (at several levels including raw resources for construction)? The trade in magic would be very lucrative, too good an opportunity to pass up for the tax-man in my opinion (e.g. just look at the taxes motorists have to pay).

Legality (without wishing to get into a firearms debate)? How legal would a weapon capable of mass destruction (e.g. a wand of fireballs) be? Would the lord want lethal mercinaries (the pc's) to have unfettered access to the 'latest weaponry'? Does the shop-owner/crafter need authorisation to make the item?

Hmmm. Where to start?

The waiting times were just a rough guess on the PC tracking down a merchant that might have said items of interest. It would also represent the NPC might have been busy with other normal day type stuff, etc. Also could represent that the stock level of items could be sliding scale. I just wanted a very simple and general time frame that slowed the game down a bit. My PCs tend to think that every town has drive-thru windows just waiting for them to show up. I thought the time might throttle things a bit.

Stock levels are a valid point along with the taxes, laws, etc. I'm not sure as a GM I would delve that deep into a generic town. In a town of importance, I would spend the time creating such an environment. All those who have spent several hours creating encounters and backstories and have the PCs just waltz right by raise your hand.

/raises hand multiple times.

That's the tough spot. PCs want now (most of the time) and GMs tend to smell the roses and enjoy the setting a bit more IMO. I know that's a broad stroke to paint with. Just my opinion.

Tax might be a fast thing to attach to the ruleset. It would be interesting to see the PCs faces if they got hit with a 3-10% sales tax. Lol. Would be interesting to see their reactions especially a paladin.

So to your points in summary, I think the taxes might be the easiest to implement while the others I would reserve to a special location that would become a pivotal area in the campaign. Make sense??


Hmm. Forgot the legality of the WMDs. Huh. I guess that could also come to play, but I'm not entirely sure how to handle that. Maybe scale it to a base Caster Level needed for said questionable items, or only items that could cause Mass Damage to AOE's or things such as Cloudkill, etc where they weren't damaging, but could harm a lot of people?!?

Not sure if I would want to handle all the in and outs of that.


No worries - good luck!


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I would say legality should be handled outside the rules and be an Optional thing a GM can implement.


I would agree with the same assessment.


I agree it is best handled outside the rules, but that would be a tangible advantage to being something like a guild-member or cult-initiate, in that you can become 'authorised' to weild such power.
Un-mandated casters could possibly be hunted. That would be a nice short adventure to make the mandated/un-mandated point.


As a GM that makes for a great plot hook generator, but I'm curious to how the player would handle using this ruleset. Sadly, the ones who sell down charisma for more points to spread around will most likely hound the PC with ranks in diplomacy or even just higher charisma. Some PCs might not like being the party's salesman/ negotiator. Although with the ruleset some PCs might welcome it.

I would enjoy a few PCs to toss their opinions into the pot. None have so far.


Bumping to get some Players' viewpoints. And, yes, it's a shameless bump to boot.


Response to bump - given the standard diplomacy/knowledge local levels of my pcs (because I like sub-plots and town adventures) those DC's are too low. Up them by 5 or possibly more.

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