Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Help me make item shops for my Eberron players
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DEFCON 1" data-source="post: 8340262" data-attributes="member: 7006"><p>The City of Sharn sourcebook lists quite a number of magic shops in the city and what kinds of objects they sell. When I was running my game there, I didn't bother making lists and prices for all the objects available... instead, whether or not had a particular item was usually due to a die roll after a player said "I'm looking for X." Common magic items usually were easy to find, the more uncommon the less likely something was available. But at the same time, items requested by the players that I thought they either had earned the right to have, or that I thought would add a lot of fun and flavor to the story had higher chances to be available.</p><p></p><p>They would tell me what they were looking for, and then we'd run a short shopping excursion story for them to find the requisite shop, then speak and negotiate with the shop owner for said item. As far as pricing... I pretty much made numbers up, and because I had added the 'Commerce' skill to the skill list the players could haggle prices as necessary.</p><p></p><p>Because I am a DM who is mainly only concerned with story and not the board game... I have no need for "established" price lists for items that count across the entire spectrum of every campaign I run, and do not worry about "game balance" making sure everyone is on par with who they each are and what their level is and what encounters they are intended to fight. I give out or let them buy treasure the players really want. Because in my games in particular... the stories that come out of players having these items and what they do with them moving forward are what we look for, rather than the stories of all the effort just to acquire them. I stopped caring about "adventuring for treasure" as a primary motivating factor in playing the game decades ago.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8340262, member: 7006"] The City of Sharn sourcebook lists quite a number of magic shops in the city and what kinds of objects they sell. When I was running my game there, I didn't bother making lists and prices for all the objects available... instead, whether or not had a particular item was usually due to a die roll after a player said "I'm looking for X." Common magic items usually were easy to find, the more uncommon the less likely something was available. But at the same time, items requested by the players that I thought they either had earned the right to have, or that I thought would add a lot of fun and flavor to the story had higher chances to be available. They would tell me what they were looking for, and then we'd run a short shopping excursion story for them to find the requisite shop, then speak and negotiate with the shop owner for said item. As far as pricing... I pretty much made numbers up, and because I had added the 'Commerce' skill to the skill list the players could haggle prices as necessary. Because I am a DM who is mainly only concerned with story and not the board game... I have no need for "established" price lists for items that count across the entire spectrum of every campaign I run, and do not worry about "game balance" making sure everyone is on par with who they each are and what their level is and what encounters they are intended to fight. I give out or let them buy treasure the players really want. Because in my games in particular... the stories that come out of players having these items and what they do with them moving forward are what we look for, rather than the stories of all the effort just to acquire them. I stopped caring about "adventuring for treasure" as a primary motivating factor in playing the game decades ago. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Help me make item shops for my Eberron players
Top