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Posted by: Afterbarbag
Post time: July 2, 2019 at 8:53.

5th dnd – How should I find a balance between having Magic Shops in my world?

I want to give my world the presence of magic shops that can be used by players.

From this other question:

By default, 5th assumes that "magic stores" hardly exist, and
even continues to suggest that potions and the like be bought from
the alchemist shops instead.

From DMG, page 135:

Unless you decide that your campaign works otherwise, most magic items are
so rare that they are not available for purchase.

In order to properly judge the issue, I also included the magical object structure of the store and the relationship with the "gain" of the players by role play session.

Availability in store

I'm planning to have a structure where magic stores will follow the rules of this magical store builder (in available items, not in price):

I will use this as a basis for generating stores, and then I will modify it a little bit. Idea being:

  • Villages do not receive magic items, small towns and more are starting to have more and more magic items available for sale.

On the price structure

I plan to model it so that they need to spend the benefits of several sessions in order to buy it. For example, I assign GP a rate of between 50 and 150 gp per level and per session (approximately), which means that a group of Level 3 players will have between 150 and 450 inches per session ( obviously, it changes, but as a median).

This means that a +1 dagger will be 500gp (average: 5 sessions per level), the price of a +1 martial object will be 1000gp (10 sessions per level) while the price of a dagger +2 will be 5000gp (50 sessions per level) and the price of a +2 martial element will be 10000gp (100 sessions per level).

This means that it will still cost 10 sessions to a level 10 character to get enough money to buy a +2 weapon.

Note: The base price of 1000 gp for a +1 martial weapon equals the value of the Sane magic prizes while the price for a +2 does not match. Based on this inequality, you can calculate the relative fit to perform for any item listed. For example, the armor of the resistance is quoted at 6000 in., According to my interpretation:

$ 4000 rightarrow 10000 $
6000 $ rightarrow x $

$ x = 60000/4 = 15000 GP $

On the sale of objects

Items can be sold for 10 to 50% of their stated value based on a capacity test compared to the merchant mall (based primarily on the size of the city and other game factors of role).

In this spirit, is it enough to just adjust CR on the meetings realize that players can get magical items in stores or is there anything else that I should consider to include magical shops in my world?

On the difficult frame

I am determined to have magical items in my world available for sale in stores around the world. Obviously, the larger the store will be, the more items found in it will be available and scarce (and expensive), but I think that subtracting the possibility of buying magic items basically removes any value from the looting of the money that players can have. Any executive challenge must contain a way to make my players consider money as something useful and valuable … I know my players and, like most of us, I think they like their money to buy magic things so that they can use it to crush monsters … it's simple.

As stated in @Jack's comments, this question deals with the "money" economy. If you wish to dispute this question, it can be used as a reference or complement to the answer.

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