For those of you keeping score, I updated the World Guide article titled "The Economy of Magic". Basically, I changed some things in regards to how the Alchemists Guild will buy and sell magical items.
The first change was primarily for simplicity. For buying, instead of rolling a d20 and referencing a lookup table, I simply streamlined the process and made the percentage of the purchase price equal to 3d4 x 100%. Roughly the same result, slightly lower average, but what you would expect. These guys have overhead to deal with, you see...
The other change was more complicated. While I understand how ubiquitous magic tends to be in a standard campaign, I've always tried to keep it as something more mysterious and exotic than, say, high-tech gadgetry in a sci-fi setting. At the same time I wanted to accomodate the players in my game who would, at least, want to be able to sell the magic items they came across that were of no use to them. But then I realized that in the process of how I set that system up (via the Alchemists Guild), it simply commoditized magic, and made it as mundane as trading cattle or grain. Plenty of computer games are set up that way (Diablo comes to mind), but that's not what I wanted for Mythosa.
The compromise I came up with was to allow the Alchemists Guild to still pretty much buy anything (they want to monopolize magic as much as they can), but be picky about what they would let out. Thus, the change to the "buying factor" table that I came up with. On the one hand, it
does recognize that some things are pretty common -
rings of protection +1 or
cloaks of resistance +1 come to mind. For that reason, they're more inclined to sell those, either out of "stock" or by creating them. But they really aren't comfortable about letting out the more powerful items that can be created. They can make them - but they aren't going to without good reason, and money isn't a good enough one (odd as that may sound to some people).
The other reason for this is that, in my opinion, items of great power shouldn't be available at the drop of a few (tens of thousands of) gold pieces. To take this to an extreme, if a PC wanted, they could go to a "magic shop" and buy the equivalent of Excalibur, Stormbringer, or Mjolnir. Not really the stuff of legend, doing that...
Part of this, of course, is an artifact of the original design of D&D from 30 years back. There are a number of things that work perfectly well with a small group of people plundering a dungeon, but they sort of break down when extrapolated to a world at large. They require additional rationales or mechanical limits to explain why, say, caravans and fleets are still used in light of teleportation magic, or assassinations aren't as big of a deal for the rich with resurrection magic handy. That's not to say those examples (and others) cannot be explained away with proper thought - they can and are regularly. I'm just bothered when they aren't.
Note that despite the 30K gp limit, this still means that it's possible to get armor or shields up to +4, a weapon with a bonus of up to +3, the majority of rods and rings, every potion, almost all the wands, and all minor and medium wondrous items. That's quite a bit. But if you want something of true power, you're going to have to figure out a different way to get it.
The next question is "OK, so how do I find the powerful magic I want?" My response: "Use your imagination." We're talking about a fantasy game set in a world filled with magic, monsters, lost cities, ruined wizard towers, oracles, bards, sages, etc. If you can't figure out how to track something down you want without it available at your local "Magi-Mart", you might want to crack open some of the old classics of fantasy and mythology and see how it was done in the past.
Labels: DnD, Mythosa, RPG