What about Eberron?

Reading the magic item packet there seems to be an implict asumption that magic items are crazy rare and that you cannot buy them. But in the Eberron setting, magic items are quite common and a part of daily life. Will 5th edition be able to support Eberron (my favortie setting).
In Eberron's case, it's just a matter of handing out more magic items.  The default rules assume a setting like Forgotten Realms or Greyhawk.

I'm sure there will be more details on running lots-of-magic campaigns after the game releases, when they can start work on an Eberron update.
they've said about a hundred times that campaign settings will be one of the ways they'll be adding optional rules to emphasize what makes that setting special.

any eberron material that gets published will surely have rules for more common magic items. 
Reading the magic item packet there seems to be an implict asumption that magic items are crazy rare and that you cannot buy them. But in the Eberron setting, magic items are quite common and a part of daily life. Will 5th edition be able to support Eberron (my favortie setting).


Yes. Because the Eberron setting book (any setting book, really) will have its own implicit assumptions that differ from the the base rules to some degree or another.
Or, conversely, in Dark Sun, there'd be rules for having no magic items, or at least, the increased danger of using magic items in such a magic-volatile world. World-specific modifications WILL be a part of the design for that world.
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What they need are generic low magic and high magic modules until the setting books come out.

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Under Buying Magic Items it says:

''Unless you decide your campaign works otherwise, magic items are, by and large, so rare that no market exists for them.''

So you could easily decide that your Eberron campaign has magic mart even if the campaign sourcebook doesn't say anything about it. This level of low magic is just a default assumption that can be deviated from if the DM wish.

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Under Buying Magic Items it says:

''Unless you decide your campaign works otherwise, magic items are, by and large, so rare that no market exists for them.''

So you could easily decide that your Eberron campaign has magic mart even if the campaign sourcebook doesn't say anything about it. This level of low magic is just a default assumption that can be deviated from if the DM wish.




And yet we have no values for how much they would be bought for, just sold and apparently only to extreamly limited people (like dwarven kings who live in splendid caves and wizard in far-away towers).

Personally, I don't want Tolkien style magic in my games and magic-marts should be an option even if it isn't "default".

Under Buying Magic Items it says:

''Unless you decide your campaign works otherwise, magic items are, by and large, so rare that no market exists for them.''

So you could easily decide that your Eberron campaign has magic mart even if the campaign sourcebook doesn't say anything about it. This level of low magic is just a default assumption that can be deviated from if the DM wish.



I gotta say, the book finally backing me up in telling my players that they can't find an item in a town is awesome. I think this really let's magic items feel rare and special, instead of having players enter every town by saying "Can I buy a glove of storing? No? Why not?".
My two copper.
Seems like they are going a bit too far with it. Halruaa should have wands a plenty, and most major cities could have a magic shop of some sort with magic items remaining a rarity.  
Seems like they are going a bit too far with it. Halruaa should have wands a plenty, and most major cities could have a magic shop of some sort with magic items remaining a rarity.  


While I agree, setting the base for magic items being super rare, it makes it easier to work up to more magic heavy settings and locations. You know, start at the bottom and build up.
I heard a rumor somewhere that they were going to have a plague in Eberron that is communicable through magic items and that they subsequently become outlawed. The houses that deal in magic items get destroyed. Kind of like how Forgotten Realms has a huge change every edition. They are going to do that to Eberron, and turn it into a low magic campaign setting...Smile
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I heard a rumor somewhere that they were going to have a plague in Eberron that is communicable through magic items and that they subsequently become outlawed. The houses that deal in magic items get destroyed. Kind of like how Forgotten Realms has a huge change every edition. They are going to do that to Eberron, and turn it into a low magic campaign setting...


Actually a neat idea for setting up a new setting. I hate the Cataclysmic upheavals that happen between editions for established settings. They keep wrecking FR every edition, especially the whole stupid Spellplague thing.
I would argue its easier to have the default be magic-mart and then having them be rare.

if they are rare there are no mechanics to have them be bought, you dont have as many and they all tend to be very powerful.

in a magic-mart you want alot of magic items, most of which are fairly mundane (bag of holding being a good example) and of course you DO want some that are crazy powerful as well, the kind that would awe a king and would change the course of history.
with the exception of the items designed to be over-powerful (rares) you also want them to heap everyone equaly, to make it easy to balance encounters.

if you start with magic-mart and go to them being rare you just remove the weak items, ignore the rules for buying them, and adjust the encounter balance however much you need to. if you go from rare to magic-mart you have to give prices to every magic item, make up alot of items, and figure out how it effects the balance.

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if you start with high magic and with magic items helping everyone equaly you also can make a campain at any point between those two extreams and have it work.

of anything in the entire game magic items should be modular, the very idea they are hard-coding "magic items are rare" means they dont take the idea of the game being modular serously. even that was not a stated goal it is not their place to make the game lean that way it is a campain decision not one someone 100's of miles away should make. and because it changes so much its a waste of time anyway, the rules they are making will only help those people who WANT magic items to be super rare and it will help everyone not a wit.

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to be honest its starting to feel like they are only doing magic items the way they are because its much easier to make a fewer items and not care if they are balanced then make system for balancing them and provide enough to be usefull for high-magic campains
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I heard a rumor somewhere that they were going to have a plague in Eberron that is communicable through magic items and that they subsequently become outlawed. The houses that deal in magic items get destroyed. Kind of like how Forgotten Realms has a huge change every edition. They are going to do that to Eberron, and turn it into a low magic campaign setting...



Please be messing around.  I may not be the biggest Eberron fan (albeit, that setting made up a good chunk of play during my high school.) Setting Shattering Events make me cry.

Anyway, I figure they're going to do setting specific rules too.  Like Dark Sun, the no magic items/volatile stuff.  Same deal with Ravenloft, where the magic can be used against you, perhaps even corrupt you.

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