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Does your campaign have magic shops?
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<blockquote data-quote="jmucchiello" data-source="post: 1836601" data-attributes="member: 813"><p>Actually, I was going to complain that the first option was a bit limited compared to our current game. Whenever we get back to town after an adventure. Everyone can buy/sell anything they own and completely redo their magic provided they are in a town with support for their most expensive trade and that they spend one day per 10,000 gp involved in the trade. You have to supply the DM with a new character sheet before the next session. And because of the time constraint, you have to have a list of what order you perform you purchases as the DM may have the next start after three month or three days pass. (Usually the former just to avoid the players reach 20th level in 6 months game time problem.) This game also features rotating DMs so rather than approve magic item purchase by committee, we use the simpler trust method that people who've gamed for 12 years together <em>can</em> use. The three DMs can veto third party stuff when it off the wall in terms of power but only unanomously and I'm usually the one who ever expresses any concern over such things. (And in the end, let it go since, it's just a game.) So far nothing truly powerful beyond our expectations has happened.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 1836601, member: 813"] Actually, I was going to complain that the first option was a bit limited compared to our current game. Whenever we get back to town after an adventure. Everyone can buy/sell anything they own and completely redo their magic provided they are in a town with support for their most expensive trade and that they spend one day per 10,000 gp involved in the trade. You have to supply the DM with a new character sheet before the next session. And because of the time constraint, you have to have a list of what order you perform you purchases as the DM may have the next start after three month or three days pass. (Usually the former just to avoid the players reach 20th level in 6 months game time problem.) This game also features rotating DMs so rather than approve magic item purchase by committee, we use the simpler trust method that people who've gamed for 12 years together [i]can[/i] use. The three DMs can veto third party stuff when it off the wall in terms of power but only unanomously and I'm usually the one who ever expresses any concern over such things. (And in the end, let it go since, it's just a game.) So far nothing truly powerful beyond our expectations has happened. [/QUOTE]
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