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DM Advice on dealing with PCs buying/selling magic items
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<blockquote data-quote="Alcamtar" data-source="post: 513527" data-attributes="member: 3842"><p>Just a couple of ideas that I plan to use if/when I ever run 3E again. (I had the same problem in my last campaign)</p><p></p><p>(1) The DMG is off-limits to players at the gaming table. As Gygax used to put it, "any player caught with a DMG or MM at the table is less than worthly of an honorable death!" This can also be used to prevent metagaming summoned beasties, since players can no longer read through the stat block(s) at the table.</p><p></p><p>(2) The DMG is <strong>not a rulebook</strong> for the players. Anything not in the PHB is GM discretion ONLY -- including item prices, availability, and creation requirements. If a player is caught quoting a rule in the DMG or using OOC knowledge, the DM immediately changes it to something arbitrary, making that knowledge worthless. This is not meant to be unfair, but to take away the reward incentive for "cheating". (And I suspect that most players will not want to give the GM cause for changing anything arbitrarily!)</p><p></p><p>(3) All magical items require, at minimum, two things in addition to whatever is in the DMG: special knowledge, and special materials. This means if they want to create something, they need to either find a formula or research it (taking extra time and resources), and they also need special materials that are not readily available at the local magic shoppe. Once a formula is known (and formulas should be too complex to memorize -- make the PC keep a library with this info), the character can create as many items as desired, but only so long as his supply of special materials doesn't run out</p><p></p><p>Overall this should greatly reduce PCs scoffing at what you give them and outfitting themselves with the most effective custom gear available: they won't know what a fair price is for selling (letting you rip them off with unscrupulous traders) and won't be able to easily make whatever they want, though they still can if they work at it. Also allows the DM a lot more control over what they get. Don't want them to make Winged Boots? Simply don't let them find information or ingredients need to make them, or else give them information for something *similar* that you've customized to taste.</p><p></p><p>This also gives you three new treasure items for characters: components for creating specific items, books cataloging known items and their properties, and workbooks telling how to create a specific item. Books give you something to fill wizard libraries and workshops with. If you also extend this to anything in the DMG and MM: bestiaries, poison references, gem guides, etc. Having such a book allows a player to reference a specific item out of the DMG/MM.</p><p></p><p>Anyway, just an idea. 3E seems to "default" to the straight hack-and-loot style of gaming, which streamlines a lot of possible roleplaying/plot opportunities in order to get straight to the action. A few very minor tweaks can add back a lot of flavor.</p><p></p><p>Mike</p></blockquote><p></p>
[QUOTE="Alcamtar, post: 513527, member: 3842"] Just a couple of ideas that I plan to use if/when I ever run 3E again. (I had the same problem in my last campaign) (1) The DMG is off-limits to players at the gaming table. As Gygax used to put it, "any player caught with a DMG or MM at the table is less than worthly of an honorable death!" This can also be used to prevent metagaming summoned beasties, since players can no longer read through the stat block(s) at the table. (2) The DMG is [b]not a rulebook[/b] for the players. Anything not in the PHB is GM discretion ONLY -- including item prices, availability, and creation requirements. If a player is caught quoting a rule in the DMG or using OOC knowledge, the DM immediately changes it to something arbitrary, making that knowledge worthless. This is not meant to be unfair, but to take away the reward incentive for "cheating". (And I suspect that most players will not want to give the GM cause for changing anything arbitrarily!) (3) All magical items require, at minimum, two things in addition to whatever is in the DMG: special knowledge, and special materials. This means if they want to create something, they need to either find a formula or research it (taking extra time and resources), and they also need special materials that are not readily available at the local magic shoppe. Once a formula is known (and formulas should be too complex to memorize -- make the PC keep a library with this info), the character can create as many items as desired, but only so long as his supply of special materials doesn't run out Overall this should greatly reduce PCs scoffing at what you give them and outfitting themselves with the most effective custom gear available: they won't know what a fair price is for selling (letting you rip them off with unscrupulous traders) and won't be able to easily make whatever they want, though they still can if they work at it. Also allows the DM a lot more control over what they get. Don't want them to make Winged Boots? Simply don't let them find information or ingredients need to make them, or else give them information for something *similar* that you've customized to taste. This also gives you three new treasure items for characters: components for creating specific items, books cataloging known items and their properties, and workbooks telling how to create a specific item. Books give you something to fill wizard libraries and workshops with. If you also extend this to anything in the DMG and MM: bestiaries, poison references, gem guides, etc. Having such a book allows a player to reference a specific item out of the DMG/MM. Anyway, just an idea. 3E seems to "default" to the straight hack-and-loot style of gaming, which streamlines a lot of possible roleplaying/plot opportunities in order to get straight to the action. A few very minor tweaks can add back a lot of flavor. Mike [/QUOTE]
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