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5 years ago ::
Apr 16, 2008 - 12:00PM
#11
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Date Joined:
Nov 23, 2006
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I agree completely. Because Eberron makes sense, you actually can find magic items for sale. Most of them will be low level, because most capable of crafting are low level. But if you found an Artificer 15 somewhere and buddied up to them... you're set gearwise.
Most other worlds do not make sense.
Consider, even a 'hobby crafter' as it were. You spend 1 XP, and 12.5 gold to craft a Scroll of *insert 1st level spell with common usage such as CLW or Lesser Vigor*. An item like this is going to have a fairly broad market (not just adventurers) and is therefore a reliable item. He sells the item, making 12.5 gold profit. The 1 XP can come from roleplaying or something. With that money, which took him little time and effort to earn he can support himself for a week or two, or perhaps finance magical research, his temple, whatever. That means he has much more time to focus on his studies/religion/etc, without going hungry. Who wouldn't do this? Now look at potions, wondrous items, and so forth...
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5 years ago ::
Apr 16, 2008 - 12:16PM
#12
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To be frank (and this bothers me a bit), this doesn't happen for the same reason Wall of Iron or Flesh to Salt (or w/e that spell was) doesn't work: global secret societies. I believe there was an epic organization dedicated to preserving the balance?
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5 years ago ::
Apr 16, 2008 - 12:49PM
#13
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Date Joined:
Jun 15, 2006
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DMs who stock dungeons with unneeded magic are just incompetent. That handles that. So every single DM who tries to put at least a tiny level of believability into their campaign is incompetent? It sure stretches credibility to the breaking point if you only ever find greatswords, short swords, and staffs in every horde. But then if your fighter leaves the party and is replaced by a hammer wielding cleric, all you ever find is hammers now?
Oh yeah, that sure sounds like a competent DM.
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5 years ago ::
Apr 16, 2008 - 1:01PM
#14
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Date Joined:
Feb 14, 2003
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It's been accomplished for far longer than magicmarts have been around (magicmarts on a broad scale are fairly new to the hobby).
DMs who stock dungeons with unneeded magic are just incompetent. That handles that.
eot Unneeded for whom? The adventurers or the people who lived in the dungeon? I think that, for the most part, the magic items that a DM puts into a game should be appropriate for whoever is originally using the items or for the setting of the dungeon. I think that a good DM will provide the opportunity for adventurers to find items that they need/want, but I think for the most part the items need to reflect the world around them.
For example, in my campaign my group recently went into a dungeon run by a cult that fanatically worships St. Cuthbert and are on quest to find his mace. To that end they hoard maces, use no other weapon than maces, and actively destroy all other weapons as being unholy and blasphemous. The only magic item to be found in the dungeon were maces. There was even a magic item that detected the presence of maces. But, no one in my group uses maces. Given the situation it would have ruined the mood of the game to have put in any non-mace magical weapon.
Gygaxian is NOT a slur. Those who use it as such should be punched in the face. Repeatedly.
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5 years ago ::
Apr 16, 2008 - 1:04PM
#15
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Date Joined:
Feb 14, 2003
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Great, Dugar, now I'm wondering if anyone's tried to construct a semi-plausible "economy" from / plot out the consequences of spells such as fabricate and wall of iron, while abandoning the assumption / determination that it resemble something familiar to us ... Somewhere on these forums there is an article about the craft skill and someone "debunked" the idea of walls of iron disrupting the economy and such.
Gygaxian is NOT a slur. Those who use it as such should be punched in the face. Repeatedly.
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5 years ago ::
Apr 16, 2008 - 1:26PM
#16
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Date Joined:
Jun 15, 2006
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You appear to be operating under the false assumption that the rules make sense economically.
They don't.
I mean look at wall of iron, polymorph any object, make whole, create water, create undead, and animate undead. Just between these core spells, we've eliminated the labor market and turned every resource into a commodity. Throw in suggestion/charm person, and suddenly, the world doesn't make a whole lot of business sense.
Basically, D&D isn't realistic. You can try to make it more so, but ultimately, it'll always be a game. I think the best route is to just pretend it works, and make your world however you want it. Everything makes sense economically if you take the time to think about the economy of your world. It will never be perfect, but then no simulation ever is. But just because you cannot be perfect doesnt mean that you shouldnt try. That is just being lazy.
Wall of Iron: Takes a 50gp material component, including sheet iron and gold dust. An 12th level caster makes 6.25 cubic feet of iron (3000 lbs). Iron costs about 2gp per pound (based on crafting rules and the cost of a Greatsword), so that iron is worth about 6000gp. It only costs about 720 gp to have a wizard cast Wall of Iron for you, so at the surface it looks like you are spending 770gp to get 6000gp of Iron.
But all a good DM has to do is say that it takes alot of work to rework this Iron. There are no rules regarding whether this Iron is Wrought Iron, Cast Iron, or another "magical" form of Iron. Perhaps this magical Iron does not smelt properly. This is obviously not an impossible problem to solve.
Polymorph Any Object: This has a duration, and even says that you cannot create material of great intrinsic value. Basically, just limit the cost of any items created to under 1200gp worth, or it isnt permanent.
Create Water: Obviously any area with enough divine casters is not going to have a problem with their water supply. But it will take alot of casters to bring water to a large city. A 1st level cleric can only make enough water for about 10 people, and that is if he has no other use for his spells all day.
Undead Spells: Any civilization in your world that is evil enough to have many undead walking around doing manual labor and enough casters to control them will probably not need much living laborers. But then again such societies will be fairly rare.
Compulsion Spells: These are the kinds of problems that elite businessmen will spend most of their time solving. I would figure that using compulsion spells for personal gain would generally be heavily punished in most societies, probably by death. These types of spells are definete problems for small merchants, which is why Magemarts are so necessary. Only huge stores could afford the kind of magical protection necessary to do business with powerful casters.
And I definetly agree that you should just make your world however you want it. I was mostly commenting on how idiotic it is to say that Magemarts are a bad idea or bad DMing in any way. They are something that would almost definetly exist in any world with as much magic as the ones described in the D&D rulebooks.
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5 years ago ::
Apr 16, 2008 - 1:27PM
#17
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A D&D world with SpelMarts is about as plausabile as a Fabergé Eggs shop in every town. I don't know about your city, but I don't see many of them around where I live.
Just cos magic exists doesn't mean it needs to be common or ubiquitous.
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5 years ago ::
Apr 16, 2008 - 1:59PM
#18
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Date Joined:
Jun 15, 2006
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A D&D world with SpelMarts is about as plausabile as a Fabergé Eggs shop in every town. I don't know about your city, but I don't see many of them around where I live.
Just cos magic exists doesn't mean it needs to be common or ubiquitous. First off, the Faberge Eggs comparison is pretty bad since I bet most D&D worlds have more than 69 magical items.
Second, I even said that you will probably only have a handful of "Magemarts" in an entire world. But when you are talking about player characters, there wont be a big problem for them to get anywhere on your world so it doesnt matter how few there are.
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5 years ago ::
Apr 16, 2008 - 2:04PM
#19
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Date Joined:
Mar 11, 2003
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But, no one in my group uses maces. Given the situation it would have ruined the mood of the game to have put in any non-mace magical weapon. No one in the group can use a magical mace? What are their classes? I find THAT hard to believe. Or, are you confusing "useful" with wanted or wished for?
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5 years ago ::
Apr 16, 2008 - 2:05PM
#20
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But where would this be? Having a MageMart nearby would be a tremendous boon - one that countries would incessantly fight over. How long would this survive?
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