Buying magic items above the purchase limit of cities?


Advice

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No rules citation is going to move your DM off of this position. You can try to explain why you want the item nicely and be polite about it. If that doesn't work you can inform him/her that you find this sort of restriction unfun and that you'll likely not play any games with them in the future.

It's an obnoxious rule, the best solution would be for you to DM the next game and not impose such a rule.


Create Mr. Pitt wrote:

No rules citation is going to move your DM off of this position. You can try to explain why you want the item nicely and be polite about it. If that doesn't work you can inform him/her that you find this sort of restriction unfun and that you'll likely not play any games with them in the future.

It's an obnoxious rule, the best solution would be for you to DM the next game and not impose such a rule.

(Pst.... their like... right there. You're right of course, but that's just between us.)


So, to Kildaere, you might want to watch the insinuations and actually read the first post. It opens with "I'm a super powerful cleric who can travel anywhere in existence. Why can't I find a +6 headband for sale, anywhere?" That's a verisimilitude complaint, not a power grab. Saying they have a "reputation as a powergamer" and then dismissing their concerns because they're "the most powerful melee in the group and don't need help" and "they were last time too" is just insulting, to say the least.

Also, the followup posts make it very clear that they were unaware that there was a hard limit on the price of things they could purchase. So, there was clearly a breakdown in communication somewhere in there on not being able to purchase items above a certain arbitrary limit.


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A few points
1) In late book 5 Rise of the Runelords crafting feats are of no use as there is no time to craft items
2)at 13th level expected Wealth by level is 140,000 the guideline expectation about items is no more than 25% of wealth on 1 item so a +6 headband is beyond the reasonable expectation of a 13th level character
3) Maintaining character balance is reasonably important and an overpowered character may need balancing by restraining from acquiring overly powerful equipment
4) This is a prime example of why you should be careful when whining about your GM on messageboards (or whining about your players) they can read it and you get problems
5) There is no rule making _+6 items available, as I recall when I worked out the purchase limit for Absalon it falls short of that so it is completely RAW that +6 headbands are only available from random item in city determination, crafting (which at this point should probably have consequences for the time spent) or shopping in extra planar cities which do get over the threshold and have a signifigant time and risk factor associated (also the GM may reasonable not want to run such a large side quest as they have not got the time to write it)

It is possible that the GM is unreasonable it is at least as likely that the player is unreasonable and also possible that both are at fault to some degree

RPG Superstar 2012 Top 16

1) That's a very valid point about crafting, except for minor items.
2) 36k is right on the baseline of 25% of wealth, and since your prime casting stat is the single most important thing for a caster, more important then weapon and armor, it's not only not out of line, he probably would have had one a couple levels earlier.

3) Ehhhhhh. A +6 Item at level 13 isn't 'too powerful'. The imbalance comes from powerful spells, and a cleric being able to do a full melee's job, AND be a primary caster.

4) Truth!

5) Buuuut, without knowing campaign restrictions, +6 items are available by commission, and a cleric at that level could EASILY go tromping to Axis to buy something.

===Aelryinth


LazarX wrote:
Bigger Club wrote:
But yeah if you talked things through at the beginning and everyone agreed then it is mostly a moot point. I would never have sat down in such a game(gear is tied to PC power and as such huge part of balance and not like PF does not have enough issues on that front already), but if I did it is hard to complain after being told beforehand. I would note on your message though that for all practical purposes you have indeed banned crafting, all PCs can make themselves are consumables or rods.
AS Kil explained, gear is not an issue if the party is wiping it's opposition like a Scott's towel.

That is not correct, balance issues between characters is also a concern. Nobody wants to play Robin when rest of the party is the justice league.

Kildaere wrote:


1) Do you use magic item shops? If so do you roll for item availability?
2) Do you use the settlement purchase limits?
3) Do you use random magic items in shops for the specific reason of providing items that exceed the limit?
4) Do you allow unrestricted crafting? If there are restrictions what are they?
5) If an item is in a Paizo book. Does your GM always allow it? Are there ever discussions over overpowered items? Does your GM ban certain items?
6) Does your GM allow custom items? (for example: Custom slot less (+ 4 STR scabbard) or out of standard slot items (a +4 INT BELT) or downgraded items (the above mentioned +1 Celestial Armor.)

1) Yes, though it is usually several places not all shops that you can buy things from. Temples and mage collage might be good places to ask about scrolls fro example. I do not roll on the table, I determine what kind of items the place should have and the pick(randomly or not) on those what are for sale.

2) I use it in the same sense that I use CR to judge encounter difficulty. It is a starting point wich I adjust acordingly. For example a city that isn't specially magical but has a renown order of knights would probably have a bit better access to magical weaponry than "normal" city of the same size.
3) Short answer yes, but look at 1).
4) Outside f money and time constraints anything goes but see below.
5) There are handful of items that I do not use. But mostly I rely on gentlemens agreement when it comes to broken stuff, be it items or otherwise.
6) Case by case. Usually combining items with the +50% price is allowed without much more than required to ask(still veto right is held). Same goes for increasing daily uses of item for example 3/day to 4/day.


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Kildaere wrote:

1) Do you use magic item shops? If so do you roll for item availability?

2) Do you use the settlement purchase limits?
3) Do you use random magic items in shops for the specific reason of providing items that exceed the limit?
4) Do you allow unrestricted crafting? If there are restrictions what are they?
5) If an item is in a Paizo book. Does your GM always allow it? Are there ever discussions over overpowered items? Does your GM ban certain items?
6) Does your GM allow custom items? (for example: Custom slot less (+ 4 STR scabbard) or out of standard slot items (a +4 INT BELT) or downgraded items (the above mentioned +1 Celestial Armor.)

1) Sort of. When PCs are adventuring primarily in a single location, I usually design a bunch of specialty shops that may have magic items of one sort or another. (e.g. an alchemist who sells potions; a sage who sells scrolls; a curiosity shop that may have some oddball wondrous items; a leatherworker who stocks magic items made of leather; etc.) I pretty much never have a "one-stop-shop Magic Mart" because I think they're boring and too easy.

2) I do use the settlement purchase limits. Again, if the PCs are in a location for a while, I'll have a full Settlement write-up, and will know the marketplace information.

3) Yes, I tend to roll randomly. I also pretty much limit magic shops to having items from the Core Rulebook. That said, if I know the PCs are looking for a specific item (and I think it's OK for them to have it), I'll either just make it available for purchase, have them encounter an enemy who will be using one (that the PCs can claim as loot), or write a short quest adventure for the PCs to obtain it.

4) I allow unrestricted crafting by the PCs for standard items. They can also hire a crafter to make things on commission (50% down, 50% on delivery). The only limitation might be time if the adventure is on a clock. That said, I may object to a specific item for specific reasons; I'll have an OOC discussion with the player in that case.

5) I don't necessarily allow every item in every book. For that matter, anything non-Core in my games usually requires GM permission. (I usually say 'yes' unless I have a reason to say 'no.')

6) I will allow custom items on a case-by-case basis. They are never available for simple purchase, though. They must be either found as loot or crafted. And for truly non-standard items, those are things the PCs will have to craft themselves.


Haladir wrote:
Kildaere wrote:

1) Do you use magic item shops? If so do you roll for item availability?

2) Do you use the settlement purchase limits?
3) Do you use random magic items in shops for the specific reason of providing items that exceed the limit?
4) Do you allow unrestricted crafting? If there are restrictions what are they?
5) If an item is in a Paizo book. Does your GM always allow it? Are there ever discussions over overpowered items? Does your GM ban certain items?
6) Does your GM allow custom items? (for example: Custom slot less (+ 4 STR scabbard) or out of standard slot items (a +4 INT BELT) or downgraded items (the above mentioned +1 Celestial Armor.)

1) Sort of. When PCs are adventuring primarily in a single location, I usually design a bunch of specialty shops that may have magic items of one sort or another. (e.g. an alchemist who sells potions; a sage who sells scrolls; a curiosity shop that may have some oddball wondrous items; a leatherworker who stocks magic items made of leather; etc.) I pretty much never have a "one-stop-shop Magic Mart" because I think they're boring and too easy.

2) I do use the settlement purchase limits. Again, if the PCs are in a location for a while, I'll have a full Settlement write-up, and will know the marketplace information.

3) Yes, I tend to roll randomly. I also pretty much limit magic shops to having items from the Core Rulebook. That said, if I know the PCs are looking for a specific item (and I think it's OK for them to have it), I'll either just make it available for purchase, have them encounter an enemy who will be using one (that the PCs can claim as loot), or write a short quest adventure for the PCs to obtain it.

4) I allow unrestricted crafting by the PCs for standard items. They can also hire a crafter to make things on commission (50% down, 50% on delivery). The only limitation might be time if the adventure is on a clock. That said, I may object to a specific item for specific reasons; I'll have an OOC discussion with the player in that case.

5) I don't necessarily allow every item in every book. For that matter, anything non-Core in my games usually requires GM permission. (I usually say 'yes' unless I have a reason to say 'no.')

6) I will allow custom items on a case-by-case basis. They are never available for simple purchase, though. They must be either found as loot or crafted. And for truly non-standard items, those are things the PCs will have to craft themselves.

Haladir has been in my notes it seems. This is pretty much how I deal with things, unless we are playing in a specific limited magic setting/world, in which case item buying and creation are covered in the players documentation at the beginning of the game.


Well, it is obvious that your GM doesnt want you to have magic items of your choice (no craft or purchase).

I don't think trying to force that, trying to get something he doesn't want un his game is a good idea. My suggestion is talk with him and the other players. If players feel frustrating not being able to take the items they want, and/or the GM feel frustrated if they do, it's time for someone else to be the GM. There's no point to play (or gm) the game if ir is frustrating


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Kildaere wrote:

:1) Do you use magic item shops? If so do you roll for item availability?

2) Do you use the settlement purchase limits?
3) Do you use random magic items in shops for the specific reason of providing items that exceed the limit?
4) Do you allow unrestricted crafting? If there are restrictions what are they?
5) If an item is in a Paizo book. Does your GM always allow it? Are there ever discussions over overpowered items? Does your GM ban certain items?
6) Does your GM allow custom items? (for example: Custom slot less (+ 4 STR scabbard) or out of standard slot items (a +4 INT BELT) or downgraded items (the above mentioned +1 Celestial Armor.)

GM here.

Yes, yes.
Yes.
Absolutely yes. To the extent of rerolling if the item rolled falls under the purchase limit.
If it's in the RPG line, yes, with careful attention to crafting time.
Pretty much allow everything.
Yes, but only if designed by me at the player's request. Not everything is allowed. For example, in my last campaign (rather high-powered) I allowed the creation of rings granting +6 to all stats, and (separate) rings combining protection +5, regeneration, and sustenance. But if someone had wanted to go slotless with those, I wouldn't have allowed it, even at the markup.


OP here. I totally left this thread because I thought it was dead. Couple things.

1. I never accused the GM of being crap, or an egomaniac, or anything else - having to hear that from him after the fact does actually tick me off that words were being put into my mouth (I described a situation, people seemed to create their own ideas of what motivated said situation).

2. I don't appreciate being called unreasonable, demanding, obnoxious, self entitled, or etc. I never EVER "demanded" that the rules be bent for me, I merely explained I was frustrated over not understanding why certain rulings were made and trying to clarify why X is X.

3. Yes, some things were made clear from the beginning (certain feats banned etc, we are limited by purchase limit). Other things were not. When I made my character, I had to divide myself between two primary stats (casting:wis and to-hit/dmg:str) and believed I would be allowed to make that deficiency up via magic items. It was never made clear that purchase limit would eventually cap at a certain amount, in fact as far as I knew, once I could get the spell Plane Shift purchase limit would no longer be a factor.

4. The reason for this ruling was not adequately explained to me, which was why I was frustrated and seeking some advice. I did eventually get some clarity at the follow up game where I brought up some of the initial responses, but there was a lot of arguing semantics (such as "dm perjogative") and little in the way of explaining reasoning. Some mention was made about "well if I let you have X I have to let others have X too" and that there was concern about other people (the witch) getting too out of hand with X. There was also an argument that my character was too OP, which I felt was rather odd considering how he pales in comparison to the party archer.

Just to be clear, I can accept "No" on things. What I don't accept is that No can be justified with a reasoning like "Because I said so." I don't react well when things aren't explained to me.

5. That said, I'm grateful for what advice we did get. GM says he has a solution worked out. Even if it isn't what I wanted I'm glad he reconsidered his position and gave it another thought.


1) Do you use magic item shops? If so do you roll for item availability? Yes but in advance and am willing to discuss easily available items.

2) Do you use the settlement purchase limits?
Yes. And I have 'low-magic' type areas as well.

3) Do you use random magic items in shops for the specific reason of providing items that exceed the limit?
No.

4) Do you allow unrestricted crafting? If there are restrictions what are they?
No. I don't allow crafting during travel and special materials must be available/appropriated.

5) If an item is in a Paizo book. Does your GM always allow it? Are there ever discussions over overpowered items? Does your GM ban certain items?
Yes, I ban a fair few actually like metamagics rods and pages of spell knowledge - mainly to nerf casters. They still do fine without them.

6) Does your GM allow custom items? (for example: Custom slot less (+ 4 STR scabbard) or out of standard slot items (a +4 INT BELT) or downgraded items (the above mentioned +1 Celestial Armor.)
Depends on the player's idea.


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My 11th level Small PC can't find enough mithral to make a breastplate or even a chain shirt. Of course he's an Evil and quite possibly insane goblin who lives in a cave, so he doesn't have access to a lot of magic item shops. It is just interesting to see different expectations at work when it comes to item availability.

When I'm running I generally include some NPC casters who can craft stuff which costs more than the city limit, but they rarely if ever have this stuff on hand, so you have to wait around until they craft it for you or come back to pick it up later. The latter option is especially unpopular since it might mean being without a favorite item while it is "in the shop".


Anzyr wrote:
Create Mr. Pitt wrote:

No rules citation is going to move your DM off of this position. You can try to explain why you want the item nicely and be polite about it. If that doesn't work you can inform him/her that you find this sort of restriction unfun and that you'll likely not play any games with them in the future.

It's an obnoxious rule, the best solution would be for you to DM the next game and not impose such a rule.

(Pst.... their like... right there. You're right of course, but that's just between us.)

On the internet everyone is always right there...

Liberty's Edge

I usually end up with one or more npcs who can craft items not found in the adventure for the party. i allow all crafting feats as a DM, but am upfront that i will not change time requirements on adventures to make pcs able to craft items. if the npc must be rescued right now, no crafting downtime for the widget.

As for pc power levels, I can just adjust the encounters or exp.

as for consumables, i have a philisophical objection as consumables just seem like throwing money away.

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