According to the DMG you can buy items based on the size of the town you are in given a max gold piece limit. This makes sense as a start.
The problem that all D&D published worlds and to an extent most home games if you follow the list in whatever the big city in the world is the limit is 100,000 gold.
Thats the ability to go in to a store and buy almost anything in the DMG(this is stupid on the 2 main levels of the game)
1-Game balance, this is broken, makes item creation feats for characters near pointless, and lets everyone have not only MY maul of the titans but their own luckblade,ring of spell turning, or apparatus of kwalish.
2-Makes no sense in even a high magic, high population place like Sharn. Who gaurds these items, who even lets others know they have them to sell with the posibility of theft. Every one down on his luck would try and kill and rob the merchant.
The reason for the avaliblity is game balance at higher levels, high CR monsters need powerful items in party to defeat them. So you need to make items available to the party, and them always finding what they need as treasure is silly.
Anyway here is my idea.
First selling items, as per books get half cost on most items, trade goods should give you about 100% so gems and jewels give you full gp value like a sheep or barrel of wheat would.
Magic items should give you either full in low magic worlds to half in high magic worlds(like ebberon, where it should be easy to sell to an artificer they can cosume the xp if they dont want to resell it and use the xp to make other items)
Now about finding the items.
It is easy to find non-magical items up to 10% of the gold piece max of community.
So in a throp anyone can find an item valued at 4 gold or less just by checking the local market. In a metropolis up to 10,000 gold piece item, so anything out of PHB except for Galley,Longship,&Warship.
Next to find more expensive items requires a roll.
I am thinking of using Gather Information.
DC-10 item up to 25% of town gold limit.(no magic)
DC-15 item up to 50% of town gold limit.(no magic)
DC-20 item up to 100% of town gold limit.(wands,scrolls,potions)
DC-25 other magic items up to 10%
DC-30 other magic items up to 25%
DC-35 other magic items up to 50%
DC-40 other magic items up to 100%
This would mean for example in Sharn, that with a good roll or time even someone with no skill points in Gather Information can find potions,wands, and scrolls. It is harder to find a +2 sword but it is possible for a first level rogue. Gather info takes 1d4+1 hours and I think this is reasonable for shopping as well. Also in Gather info repeat tries might attract unwanted attention. It will get out that you are looking so spend 8,000 gold on that +2 sword and unsavory types will think you are a good mark.
Any feedback is welcome.
The problem that all D&D published worlds and to an extent most home games if you follow the list in whatever the big city in the world is the limit is 100,000 gold.
Thats the ability to go in to a store and buy almost anything in the DMG(this is stupid on the 2 main levels of the game)
1-Game balance, this is broken, makes item creation feats for characters near pointless, and lets everyone have not only MY maul of the titans but their own luckblade,ring of spell turning, or apparatus of kwalish.
2-Makes no sense in even a high magic, high population place like Sharn. Who gaurds these items, who even lets others know they have them to sell with the posibility of theft. Every one down on his luck would try and kill and rob the merchant.
The reason for the avaliblity is game balance at higher levels, high CR monsters need powerful items in party to defeat them. So you need to make items available to the party, and them always finding what they need as treasure is silly.
Anyway here is my idea.
First selling items, as per books get half cost on most items, trade goods should give you about 100% so gems and jewels give you full gp value like a sheep or barrel of wheat would.
Magic items should give you either full in low magic worlds to half in high magic worlds(like ebberon, where it should be easy to sell to an artificer they can cosume the xp if they dont want to resell it and use the xp to make other items)
Now about finding the items.
It is easy to find non-magical items up to 10% of the gold piece max of community.
So in a throp anyone can find an item valued at 4 gold or less just by checking the local market. In a metropolis up to 10,000 gold piece item, so anything out of PHB except for Galley,Longship,&Warship.
Next to find more expensive items requires a roll.
I am thinking of using Gather Information.
DC-10 item up to 25% of town gold limit.(no magic)
DC-15 item up to 50% of town gold limit.(no magic)
DC-20 item up to 100% of town gold limit.(wands,scrolls,potions)
DC-25 other magic items up to 10%
DC-30 other magic items up to 25%
DC-35 other magic items up to 50%
DC-40 other magic items up to 100%
This would mean for example in Sharn, that with a good roll or time even someone with no skill points in Gather Information can find potions,wands, and scrolls. It is harder to find a +2 sword but it is possible for a first level rogue. Gather info takes 1d4+1 hours and I think this is reasonable for shopping as well. Also in Gather info repeat tries might attract unwanted attention. It will get out that you are looking so spend 8,000 gold on that +2 sword and unsavory types will think you are a good mark.
Any feedback is welcome.
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