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Dungeons & Dra.. What's a Player to.. So ... my DM doesn't let us buy items ... ever...
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Switch to Forum Live View So ... my DM doesn't let us buy items ... ever ... what do I do?
13 months ago  ::  May 27, 2012 - 11:21AM #11
Kontaro
Date Joined: Jun 21, 2010
Posts: 18

May 26, 2012 -- 11:55PM, Cohen95 wrote:

Step one: Invest in Ritual Caster

Step two: Buy Enchant Magic Item

Step three: Buy Disenchant Magic Item

Step four: Continue enjoying your game 




Cohen95, the OP says that there isn't any buying PERIOD...which means they can't buy ritual books.

To the OP, have you talked to the other players on how they feel about this? If the majority of them dislike it, then you should all sit down, either before, after, or on a different day than yer game, and discuss this with the DM.  Let him know that the players don't like it(if that's the majority) and discuss ways to change it so everyone is happy.

If the majority don't care or like the new system?  Then I'm sorry, but yer gonna haveta either bear with it, or sit down with yer friend the DM, and tell him that while the other players are ok with it, that it's ruining yer fun, and as such you can't play the game anymore.  Do so politely, and stress that it shouldn't affect yer friendship, and you'll gladly hop back in the moment a new game starts where you can buy items again.

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13 months ago  ::  May 28, 2012 - 7:09AM #12
BOM_Pendragon
Date Joined: May 21, 2012
Posts: 26

May 25, 2012 -- 7:01PM, baronspam wrote:

Its really a campaign world choice how the magic item economy works.  Personally, I have never liked the idea that characters can go "back to town" and start trading items that cost more than the life income of a commoner in the local shop.  If such an economy existis, it should be riddled with mad wizards, demon princes, Efreet merchants from the City of Brass, and long, dangerous journies.  Anything more than a +1 item or some potions or scrolls shound not just be lying around "in a shop".  After all, by the time you can buy that +3 to +4 item, the serious question of why you would, rather than using the money to retire in comfort, comes up.




I agree with the whole flavour killing aspect of not having what are essentially major artefacts lying around in Yee Olde Shoppe but there are guidelines for this. Players will not be able to find items above a certain value "For Sale" and equally will not find enough gold available to sell high value items anywhere other than major cities. Every good DM that I have ever played with does not describe the place you purchase the item as "Yee Olde Shoppe" but as one of the things you mentioned.

In Waterdeep my DM had there be a major Wizard's Guild rumoured to be run by one of the masked lords. They could construct/sell just about any item you wanted but he really sold it. The building was a vast tower dozens of stories tall made of what seemed like pure ivory, sprouting multiple turrets from every side. Eldritch fire, burned in various windows and there was a constant corona of lightning and flame about it's ramparts. You were not met at the door by a shop keep, instead there were two iron golems flanking a welcoming comitee of bound outsiders dressed in the guild's livery. Anyone there on important business (read, making a large enough purchase) was waited on hand and foot by unseen servants and captive spirits. Buying something from this place was not gamey because it is realistic (relatively speaking) that a city like Waterdeep would have something like this. Now if the same thing was found in a town of only a couple thousand people, unless there was a damn good flavour reason, then yes, that would be a fairly serious break with in-game realism.

Think of swords scaling up to magic swords and artefacts like guns scaling up to tanks and cruise missiles. An economy exists for cruise missiles. It's just not found at your local Gun Shop. If a PC rocks up at a suitable location such as aforementioned Ivory Tower and wants to buy a +3 flaming burst, sanctified Greatsword they should expect a lot of attention both welcome and unwelcome as they have basically just walked into an arms convention and announced they want to buy a battle-tank. PCs should be able to buy that stuff with their loot, they just shouldn't be unrestricted in what/how they buy.

What Renthar described is not a good way to deal with this problem though. You find a nice bit of kit that doesn't fit with what you want to do with your character and there's no way to sell it? Sorry? Do all the PCs suddenly start to smell when they go near a merchant? What kind of possible RP reason could there be for something like that? Something like that would really jar for me as a player. There's just no justifiable reason for it other than "It's a game" which strikes at the very root of tabletop roleplaying.

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13 months ago  ::  May 28, 2012 - 11:24AM #13
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

May 25, 2012 -- 7:01PM, baronspam wrote:

  After all, by the time you can buy that +3 to +4 item, the serious question of why you would, rather than using the money to retire in comfort, comes up.




Because you're a hero, people need saving, the world is still in danger, and all that?

Another day, another three or four entries to my Ignore List.
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13 months ago  ::  May 29, 2012 - 4:35AM #14
Madfox11
  • LFR Global Admin
Date Joined: Dec 2, 2005
Posts: 4,446

May 28, 2012 -- 11:24AM, Salla wrote:

May 25, 2012 -- 7:01PM, baronspam wrote:

  After all, by the time you can buy that +3 to +4 item, the serious question of why you would, rather than using the money to retire in comfort, comes up.




Because you're a hero, people need saving, the world is still in danger, and all that?


I don't think he was refering to the PCs. They are per definition crazy They are the minority though, while for the readily availability of high level magic items to make sense you need a lot more than a handful of people - especially since profit margins for the crafters seem remarkably slim (for the resellers on the other hand...

As for the OP, is it really that bad? I mean, when I look at my own campaign most of the players really don't like spending time on magic items. They actually asked me to do it for them. The one or two players who do care, provide me with wish lists and I will find a way to include it in a way that makes sense. Wouldn't your DM accept something similar?

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13 months ago  ::  May 29, 2012 - 7:56PM #15
Renthar
Date Joined: May 24, 2012
Posts: 5

May 29, 2012 -- 4:35AM, Madfox11 wrote:

May 28, 2012 -- 11:24AM, Salla wrote:

May 25, 2012 -- 7:01PM, baronspam wrote:

  After all, by the time you can buy that +3 to +4 item, the serious question of why you would, rather than using the money to retire in comfort, comes up.




Because you're a hero, people need saving, the world is still in danger, and all that?


I don't think he was refering to the PCs. They are per definition crazy They are the minority though, while for the readily availability of high level magic items to make sense you need a lot more than a handful of people - especially since profit margins for the crafters seem remarkably slim (for the resellers on the other hand...

As for the OP, is it really that bad? I mean, when I look at my own campaign most of the players really don't like spending time on magic items. They actually asked me to do it for them. The one or two players who do care, provide me with wish lists and I will find a way to include it in a way that makes sense. Wouldn't your DM accept something similar?


 

I've tried to sell him on that idea and for a while thats what we did but he seems to not like that idea. This thread has given me lots of ideas though so please keep them coming. 

Part of my problem is that I've never played D&D with another DM (just because I haven't found any) so I wasn't sure if this was the norm or if this was a change that didn't happen often. 

Now my DM doesn't know about this thread, do you all think it would be a good idea to show him and see what he thinks of all of this, or should I try to persuade him on my own?

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13 months ago  ::  May 29, 2012 - 11:35PM #16
Fireclave
Date Joined: Apr 29, 2006
Posts: 2,149
I'm not sure I get it.  If I understand the situation correctly, the DM is frustrated that some of the players can't/won't/don't optimize their items, which making it harder for the DM to balance encounters.  And optimizing items for those players is becoming too much of a hassle, so he just wants to nix items altogether? 

Inherent bonuses were already suggested, so how about this for a radical suggestion.  Do the exact opposite.  No, really.  Elect one of the players who doesn't mind handling items to become the party's item crafter and supplying the less savvy players with appropriate gear, and replace more of the item rewards with crafting reagents.  In general, distributing tasks is a great way of lightening a DM's load and getting players more involved.  And in this particular case, it would take much of the burden of item distribution off of the DM's shoulders.  As well, coming up with interesting description for reagents and quest hooks for recipes and whatnot can be great RP fodder. 

And as for this inevitable counter:

May 24, 2012 -- 9:19PM, Renthar wrote:

Second, our DM is very big into RP and world continuity. He feels that our characters wouldn't really know about all of the different enchantments and items shown in the guides and as such wouldn't know to look for them.




I would argue that makes more sense that the characters would know about magic items.  If not specific enchantments, at least a decent working knowledge of possible enchantments.  Unless your DM's setting goes significantly against the grain, the characters do live in a world of magic and sorcery, and the influence of magic pervades the histories of kingdoms both current and past. 

Arcana would be the go-to for item knowledge in general since not only does it govern magical knowledge in general, it is the key skill that governs the Enchant Item ritual.  Followed closely by History for items with notable histories (the Adventure Vaults give lots of examples of items with significant lore behind them), as well as Religion and Nature, obviously.

And many items would even need specialized knowledge to be aware of their existences; At least enough to seek them out.  Even a child can figure out "Wizards casts fire.  Wizards enchant stuff.  Therefore, wizards can enchant stuff to be on fire!" Many items follow (and were probably originally conceived with) a similar line of reasoning.

Thinking about creating a race for 4e?  Make things a lil' easier on yourself by reading my Race Mechanic Creation Guide first.
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13 months ago  ::  Jun 01, 2012 - 1:03AM #17
Grimli
Date Joined: Jun 1, 2010
Posts: 198

May 25, 2012 -- 7:01PM, baronspam wrote:

A solution that I have used in campaigns before is to ask players for a "wish list".   Basically, what items would you like to see show up for the character.  It gives the GM control (veto power, choice of when the item comes into the game) but still allows the player to have substantial input into their gear.  It also allows for players who either don't care or aren't very good at choosing gear/character design to just sit back and let the the DM give them gear that he thinks is a good choice for them.




This

Also the DM might also be more understanding if the players are good at selecting gear could help the players that are not.
      

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13 months ago  ::  Jun 01, 2012 - 11:30AM #18
RickDeckard
Date Joined: Feb 23, 2012
Posts: 178
+1 to the wishlist idea. My dm used to just do random loot generation but it doesn't really pan out at all. Him picking items for players just sounds wrong in my opinion. we've been using wishlists for half a year now and its great (though now we have an artificer in the part so the dm gives out residuim instead of gold most of the time and random items again).
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13 months ago  ::  Jun 01, 2012 - 10:22PM #19
House88
Date Joined: Jun 26, 2010
Posts: 340
I wouldn't say it's *wrong* for a DM to choose what loot goes out. No more *wrong* than it is for players to expect to pick and choose their gear.
Just a different type of game. Personally, I like the random loot drops.

However, the OP clearly preferes to choose his items and should see if the rest of the game feels the same way.
And, if the DM is really starving players for good magical items, then he should at least adjust the monsters accordingly.
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13 months ago  ::  Jun 04, 2012 - 8:17AM #20
RickDeckard
Date Joined: Feb 23, 2012
Posts: 178
@house88

I don't think its wrong for the DM to pick rewards, but he's also removed the way for players to cannabalize items they think are poor into items they would prefer (demonitized game).
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