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Encumbrance, hunger, and less gold = more immersive roleplaying...?
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<blockquote data-quote="Celtavian" data-source="post: 1052696" data-attributes="member: 5834"><p>You can look in the DMG. Also, at least one of the cleric's in my group marks off the <em>Create Food and Water</em> spell daily when we are actually adventuring. Most of the time I don't charge players for their downtime. I just have them tell me what they are doing and make sure they include a suitable means of obtaining an income. For example, the fighter might work as a mercernary, the wizard might cast a few spells for another wizard, the cleric or paladin will work for the church, etc. etc.</p><p></p><p></p><p></p><p>Usually doesn't make the players happy, and you have to make alot of rolls as a DM. It becomes tedious after a while. Might want to have them make alot of rolls in advance and keep a sheet. Or only make their rolls for key skills like Move Silently, Hide, Sense Motive, Spot, Listen, Open Lock, and Disable Device. Most other skill checks they should roll themselves such as Tumble, Knowledge, Survival and such.</p><p></p><p></p><p></p><p>I don't allow players to buy items that I wouldn't consider common adventuring gear in high demand. They must have them commissioned. You just have to think about the kinds of spells and items that would be commonly used on adventurer. My list usually includes the following:</p><p></p><p>Healing Potions</p><p>Wands with Protection from Elements, Restoration, Remove Paralysis, Healing.</p><p>Magic Carrying bags which would be a lucrative business for a magic shop.</p><p></p><p>Most other items would have to be commissioned. Though I would allow the players to buy additional items, they will still have to wait a substantial amount of time before they are able to obtain them.</p><p></p><p>It helps the roleplaying immersion if the players develop a relationship with a good enchanter who can make them weapons.</p><p></p><p></p><p></p><p>Characters must eat & drink regularly</p><p>Encumberance will be noted and used</p><p>Overland movement taken seriously and roleplayed</p><p>Shops only have a handful of items, based on their likelihoods, and few</p><p>special weapons </p><p>New skills, feats, etc. must be earned and justified</p><p></p><p>These all help roleplaying immersion. I don't think you have to roll the players skill checks. That is part of the fun of the game for a player is making their own rolls.</p><p></p><p></p><p></p><p></p><p>My pleasure Doc. I can't wait to read your new story hour and see the great artwork that it inspires you to create.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1052696, member: 5834"] You can look in the DMG. Also, at least one of the cleric's in my group marks off the [i]Create Food and Water[/i] spell daily when we are actually adventuring. Most of the time I don't charge players for their downtime. I just have them tell me what they are doing and make sure they include a suitable means of obtaining an income. For example, the fighter might work as a mercernary, the wizard might cast a few spells for another wizard, the cleric or paladin will work for the church, etc. etc. Usually doesn't make the players happy, and you have to make alot of rolls as a DM. It becomes tedious after a while. Might want to have them make alot of rolls in advance and keep a sheet. Or only make their rolls for key skills like Move Silently, Hide, Sense Motive, Spot, Listen, Open Lock, and Disable Device. Most other skill checks they should roll themselves such as Tumble, Knowledge, Survival and such. I don't allow players to buy items that I wouldn't consider common adventuring gear in high demand. They must have them commissioned. You just have to think about the kinds of spells and items that would be commonly used on adventurer. My list usually includes the following: Healing Potions Wands with Protection from Elements, Restoration, Remove Paralysis, Healing. Magic Carrying bags which would be a lucrative business for a magic shop. Most other items would have to be commissioned. Though I would allow the players to buy additional items, they will still have to wait a substantial amount of time before they are able to obtain them. It helps the roleplaying immersion if the players develop a relationship with a good enchanter who can make them weapons. Characters must eat & drink regularly Encumberance will be noted and used Overland movement taken seriously and roleplayed Shops only have a handful of items, based on their likelihoods, and few special weapons New skills, feats, etc. must be earned and justified These all help roleplaying immersion. I don't think you have to roll the players skill checks. That is part of the fun of the game for a player is making their own rolls. My pleasure Doc. I can't wait to read your new story hour and see the great artwork that it inspires you to create. [/QUOTE]
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