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DMs against the Magical Wal-Mart
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<blockquote data-quote="Woas" data-source="post: 1433766" data-attributes="member: 16317"><p>Hey guys. I'd like to throw my 2¢ in here...</p><p></p><p>When I read the various DMG tables for how many certain NPCs with character classes are in a town, I do not assume that all those NPCs call the town home. These NPCs could be resting, re-equiping, looking for info for their own adventure, etc. just like the PCs. So just because it says in the DMG that there will be 7+this modifier+that modifier wizards, it does not mean there will be 7+this+that wizard towers to buy potions from. These wizards may have almost nothing on them themselves and might be looking for a deal just like the PCs are.</p><p></p><p>As far as "Ye olde Magik shoppee" go... I avoid these at all costs (usually). Instead I have other methods. One thing that I do is when the players are looking to go shopping, I will roll up a set of random treasure much like you would for monsters and dungeons. This list is usually much larger that the average treasure list depending on the size of the town. Every size category of town has its own modifier to how many Magic items and how many of those are minor and major that could be found there. Usually there are 'staples' on the list that the players know they will always find. 80% of the mudane items are staples. Simple weapons and light armor (except chain shirt) are staples. In larger towns, potions and scrolls are also staples.</p><p></p><p>Other things for more exotic goods involve things like fairs. I have a calendar for my homebrew world and it is rewarding for the Players to also follow the calendar. They may hear from a NPC that there is a huge festival in a certain town which draws vendors and merchants from all over. The fairs may last from one day to maybe even a month, depending. Because these fairs draw on such a large commercial base, the players might find the higher end magic items. I roll up treasure randomly just like I do for the towns, but with festivals and fairs, I increase the amount of major items, etc.</p><p></p><p>Another thing I like to do, and I think my players like as well, is the idea of enchantments. My players like it cause it lets them 'upgrade' their 'signature' weapons and all. Instead of finding a wizard or merchant with a bunch of flaming swords in a glass case... I have enchanters. The players will bring a weapon or item they have and ask for it to be enchanted with another ability. Some enchantments are not permanent and will only last a few days. The duration all depends on the price.</p><p></p><p>These are the backbone to the commerical aspect of magic in my homebrew. Other things exist, such as black markets, magical auctions and such, but are rarer and require the players to dig into it.</p><p></p><p>And of course, making the item oneself is always an option...</p></blockquote><p></p>
[QUOTE="Woas, post: 1433766, member: 16317"] Hey guys. I'd like to throw my 2¢ in here... When I read the various DMG tables for how many certain NPCs with character classes are in a town, I do not assume that all those NPCs call the town home. These NPCs could be resting, re-equiping, looking for info for their own adventure, etc. just like the PCs. So just because it says in the DMG that there will be 7+this modifier+that modifier wizards, it does not mean there will be 7+this+that wizard towers to buy potions from. These wizards may have almost nothing on them themselves and might be looking for a deal just like the PCs are. As far as "Ye olde Magik shoppee" go... I avoid these at all costs (usually). Instead I have other methods. One thing that I do is when the players are looking to go shopping, I will roll up a set of random treasure much like you would for monsters and dungeons. This list is usually much larger that the average treasure list depending on the size of the town. Every size category of town has its own modifier to how many Magic items and how many of those are minor and major that could be found there. Usually there are 'staples' on the list that the players know they will always find. 80% of the mudane items are staples. Simple weapons and light armor (except chain shirt) are staples. In larger towns, potions and scrolls are also staples. Other things for more exotic goods involve things like fairs. I have a calendar for my homebrew world and it is rewarding for the Players to also follow the calendar. They may hear from a NPC that there is a huge festival in a certain town which draws vendors and merchants from all over. The fairs may last from one day to maybe even a month, depending. Because these fairs draw on such a large commercial base, the players might find the higher end magic items. I roll up treasure randomly just like I do for the towns, but with festivals and fairs, I increase the amount of major items, etc. Another thing I like to do, and I think my players like as well, is the idea of enchantments. My players like it cause it lets them 'upgrade' their 'signature' weapons and all. Instead of finding a wizard or merchant with a bunch of flaming swords in a glass case... I have enchanters. The players will bring a weapon or item they have and ask for it to be enchanted with another ability. Some enchantments are not permanent and will only last a few days. The duration all depends on the price. These are the backbone to the commerical aspect of magic in my homebrew. Other things exist, such as black markets, magical auctions and such, but are rarer and require the players to dig into it. And of course, making the item oneself is always an option... [/QUOTE]
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