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Encumbrance, hunger, and less gold = more immersive roleplaying...?
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<blockquote data-quote="Rugger" data-source="post: 1055449" data-attributes="member: 3092"><p>I tried some of this in my game...</p><p></p><p>I halved treasure and XP for a while...it ended up that advancement wasn't happening fast enough to keep the players interested...and that was playing once a week! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> They often whined that they were "weak" on equipment...and I think they were right. This is something to handle with care.</p><p></p><p>As far as accessibility for items, this is the system that I used, and it worked fairly well:</p><p></p><p>- I'd determine what they were looking for (they'd usually tell me). </p><p>- Then create a base DC based on what it is, whether is is something "rare" in the area they are, and if it is just something I'd rather make harder to find. So I'd start like this:</p><p></p><p>Common Item: DC 10 (+1 weapons and armor, minor scrolls and potions)</p><p>Uncommon: DC 14 (+2 gear, scroll and such of spells level 3-4, most misc magic items)</p><p>Rare: DC 18 (+3 gear, scrolls and such of spells level 5-6)</p><p>You're Kidding, right?: DC 22 (really whacked out stuff... +4 and +5 gear, the biggest of stat buffing items, the kinda gear that there just aren't too many people making due to the levels needed)</p><p></p><p>So there's my base DC... and it is an arbitrary decision of the DM.</p><p></p><p>Now I take into consideration the effort they put into it. If they roleplay it hard, or show signs at attempting to really TRY, I knock 2 or so off the DC.</p><p></p><p>Then I add +1 to the DC for each 4000gp value of the item (yeah, this breaks down at higher levels...)</p><p></p><p>So with my new DC in hand, I tell them to roll their Gather Information check... Others can assist...no retries...and can be done once per trip to town (or so...). If they have MAJOR downtime, I'll even let them take 20...sometimes... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If they have especially good hookups in the town/city, I'd sometimes reward them with Circumstance bonuses (or penalties) to the rolls...something that I could offer as rewards.</p><p></p><p>This worked out pretty well...but as I said, at higher levels, you almost have to let them buy whatever they need...</p><p></p><p>Just my 2 coppers...</p><p></p><p>-Rugger</p><p>"I AmAStingyItemDM!"</p></blockquote><p></p>
[QUOTE="Rugger, post: 1055449, member: 3092"] I tried some of this in my game... I halved treasure and XP for a while...it ended up that advancement wasn't happening fast enough to keep the players interested...and that was playing once a week! :) They often whined that they were "weak" on equipment...and I think they were right. This is something to handle with care. As far as accessibility for items, this is the system that I used, and it worked fairly well: - I'd determine what they were looking for (they'd usually tell me). - Then create a base DC based on what it is, whether is is something "rare" in the area they are, and if it is just something I'd rather make harder to find. So I'd start like this: Common Item: DC 10 (+1 weapons and armor, minor scrolls and potions) Uncommon: DC 14 (+2 gear, scroll and such of spells level 3-4, most misc magic items) Rare: DC 18 (+3 gear, scrolls and such of spells level 5-6) You're Kidding, right?: DC 22 (really whacked out stuff... +4 and +5 gear, the biggest of stat buffing items, the kinda gear that there just aren't too many people making due to the levels needed) So there's my base DC... and it is an arbitrary decision of the DM. Now I take into consideration the effort they put into it. If they roleplay it hard, or show signs at attempting to really TRY, I knock 2 or so off the DC. Then I add +1 to the DC for each 4000gp value of the item (yeah, this breaks down at higher levels...) So with my new DC in hand, I tell them to roll their Gather Information check... Others can assist...no retries...and can be done once per trip to town (or so...). If they have MAJOR downtime, I'll even let them take 20...sometimes... :) If they have especially good hookups in the town/city, I'd sometimes reward them with Circumstance bonuses (or penalties) to the rolls...something that I could offer as rewards. This worked out pretty well...but as I said, at higher levels, you almost have to let them buy whatever they need... Just my 2 coppers... -Rugger "I AmAStingyItemDM!" [/QUOTE]
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