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D&D Lied To Me. Gp vs Sp
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<blockquote data-quote="Cruentus" data-source="post: 9376504" data-attributes="member: 7034645"><p>I tried to work out a more dynamic system, where villages, towns, and cities each had different availability and different costs for items, as it would be easier and cheaper to find what you wanted in a large city compared to a small fishing hamlet. I also tried to make all armors and weapons things that would be either 1) found and repaired for use (after a combat) or 2) made to order. Smiths didn't have a lot of weapons lying around (except maybe a forging hammer and tongs, etc.). So that longsword would have to be made, not bought off the shelf. </p><p></p><p>The closest I was able to get was to have the starting town where the characters were from had a smith, and a "general store" with a limited list of items. I then had merchants come on different days of the week (usually regularly) who sold more esoteric goods and trade goods. So if you wanted something like a mirror, or a spyglass, you better be there for market day, and hope they have one (or put an order in for next week).</p><p></p><p>But it didn't really add anything to the game, and was more work than actual payoff, so I went back to "what's in the equipment list is what you can buy." </p><p></p><p>We also only play OSE, so the mechanics of money and spending are more directly tied to play in our game.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 9376504, member: 7034645"] I tried to work out a more dynamic system, where villages, towns, and cities each had different availability and different costs for items, as it would be easier and cheaper to find what you wanted in a large city compared to a small fishing hamlet. I also tried to make all armors and weapons things that would be either 1) found and repaired for use (after a combat) or 2) made to order. Smiths didn't have a lot of weapons lying around (except maybe a forging hammer and tongs, etc.). So that longsword would have to be made, not bought off the shelf. The closest I was able to get was to have the starting town where the characters were from had a smith, and a "general store" with a limited list of items. I then had merchants come on different days of the week (usually regularly) who sold more esoteric goods and trade goods. So if you wanted something like a mirror, or a spyglass, you better be there for market day, and hope they have one (or put an order in for next week). But it didn't really add anything to the game, and was more work than actual payoff, so I went back to "what's in the equipment list is what you can buy." We also only play OSE, so the mechanics of money and spending are more directly tied to play in our game. [/QUOTE]
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