DMs: What would you allow your PCs to buy?

What would you allow your PCs to buy (choose any and all which apply):

  • Ordinary full plate (1,500 gp)

    Votes: 169 59.9%
  • Masterwork full plate (1,650 gp)

    Votes: 183 64.9%
  • Mithral full plate (10,500 gp)

    Votes: 95 33.7%
  • Adamantine full plate (16,500 gp)

    Votes: 91 32.3%
  • Non-magical +5 full plate (assume it exists, 26,650 gp)

    Votes: 34 12.1%
  • Magical +5 full plate (26,650 gp)

    Votes: 64 22.7%
  • Whatever the player wants, within the rules (price varies)

    Votes: 120 42.6%

For my particular campaign:

In theory, one could buy anything. However, it never works that way, as availability and willingness play massive factors (due to my campaign's demographics, economics, and culture), thus some items will be so difficult to find that my (lazy) players would never ever go through the effort to find where to buy/commission certain items.

So, I voted for all the non-magical items. However, for everything beyond regular full plate, finding a seller along with massive delays and other annoyances will all come into play.

And anything that involves the loss of XPs is in another league entirely.

(Again a reminder: this is for my particular campaign that has a specific set of demographics, enconomics, and cultures).
 

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I let my players buy pretty much anything they like, if they have the coin. However, I *do* limit purchases by location. For example, my group is currently running through Return to the Temple, cleaning out the Mines. If they want anything really powerful, they know they have to trek all the way back to Verbobonc (roughly a two week trip minimum, one way) to get it. If they're willing to leave the Mines for that length of time, I figure let them have whatever they want (barring silly extremes, of course).

Meanwhile, the Temple forces lick their wounds and prepare for the PCs' possible return...
 

What happenes to be availible. It might be a powerful item worth a half million, or it could be some of those "bland and boring" swords +1. It depends on what the store has, and the PCs can make special orers with cash up front and then wait for the item to be crafted. But usually that has to be placed on back order, but with the right bribe one can increase thier time.
 

The first two would have to be commisioned (hey, plate armor has to be sized to fit ya, and for those wondering, I make players have alterations done on non-magical armor if they want to use a suit they have found). The rest would not be available the vast majority of the time (not to say they couldn't get lucky if they are in a big city, but it won't be something they could count on buying).
 

I define "buy" as aquire for money or favors --

With a decent roll of gather information, bardic lore or local history I allow anything to be bought. In fact I am porobaly going to expand the non magical options available (the options in Black Company look pretty good)

Magic is tech on my world but some items require extra handling

In general Masterwork is simple a better weapon -- like a damascus blade or a twist forged one -- or fitted armor and can be bought

Masterpiece (+2 to hit) requires a very good smith and superior steel

It is also possible to get better steel and the like. This is historically accurate and fits the game -- I recall reading about entire units of knights during the 14th century equiped with "arrow proof" armor bought at great expense from Italian armorers

PC's should have similar options

As for enchantments it is posisble to pay for enchntments up to +2 since the inate craftsmanship in the metal is enough to fuel the magic. It is more expensive but available

More than that requires power components so it is more difficult to come buy. You will need to commision the piece or get lucky (aka DM fiat or a Hero Point) to get one
 

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