keterys
First Post
So, what is your goal here...?
1) Give out more treasure and gold
2) Make buying magic items a better option than using what's found
3) Maintain suspension of disbelief by removing crazy %
4) Prevent player uproar over 'being cheated'
5) Just make the magic mart stuff more involved in play
For example, if it's just #3 and #4, reduce the amount of extra gold people sell items for from the treasure parcels you hand out. If they run out of treasure parcels to draw on, they can't sell their items or it drops back down to 20%. Easy way to show that the market can only sustain a certain influx at any particular time, make people happier, and maintain core balance.
If you want to give out more magic items and treasure, then ignore the parcels and figure out how much more you want to give out, then base the amount around that. I'd suggest that it not be a flat % that increases with level, but the DC be based on the magic item level so it scales without removing the possibility of a real % increase at low level. One thing to consider is how long the 'retry' is on some of these checks or if they have to take the result, whatever it is... that is, if they have a chance of getting between 20% and 50% and roll 25%... are they allowed to turn that down, and try again for 50% after X time, or another level, or... never?
If you want to make selling what you get and buying custom stuff a better option... well, that fits 3e and I personally strongly disagree with this concept as both a player and DM, but... if that's what you want, go for it.
For #5 - you might want to make sure that the players _actually_ want to make rolls and skill checks and RP getting more money and wouldn't rather just go 'Oh, and everything sells for 50% instead'. Or whatever. It's one thing to roleplay talking with townspeople, but honestly no matter how cool the shopkeeper is, I hit a quick limit on how much _I_ want to deal with the math involved (so, I do this to get another 5%...etc)
1) Give out more treasure and gold
2) Make buying magic items a better option than using what's found
3) Maintain suspension of disbelief by removing crazy %
4) Prevent player uproar over 'being cheated'
5) Just make the magic mart stuff more involved in play
For example, if it's just #3 and #4, reduce the amount of extra gold people sell items for from the treasure parcels you hand out. If they run out of treasure parcels to draw on, they can't sell their items or it drops back down to 20%. Easy way to show that the market can only sustain a certain influx at any particular time, make people happier, and maintain core balance.
If you want to give out more magic items and treasure, then ignore the parcels and figure out how much more you want to give out, then base the amount around that. I'd suggest that it not be a flat % that increases with level, but the DC be based on the magic item level so it scales without removing the possibility of a real % increase at low level. One thing to consider is how long the 'retry' is on some of these checks or if they have to take the result, whatever it is... that is, if they have a chance of getting between 20% and 50% and roll 25%... are they allowed to turn that down, and try again for 50% after X time, or another level, or... never?
If you want to make selling what you get and buying custom stuff a better option... well, that fits 3e and I personally strongly disagree with this concept as both a player and DM, but... if that's what you want, go for it.
For #5 - you might want to make sure that the players _actually_ want to make rolls and skill checks and RP getting more money and wouldn't rather just go 'Oh, and everything sells for 50% instead'. Or whatever. It's one thing to roleplay talking with townspeople, but honestly no matter how cool the shopkeeper is, I hit a quick limit on how much _I_ want to deal with the math involved (so, I do this to get another 5%...etc)