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High level 3e magic item purchasing... when does enough become too much?
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<blockquote data-quote="Rugger" data-source="post: 66547" data-attributes="member: 3092"><p>The decison to allow players to buy magic is not one to be taken lightly...as I am finding out now in my campaign.</p><p></p><p>I came up with a system that goes something like this:</p><p></p><p>1. Players decide what they are looking for</p><p></p><p>2. ONE (the one doing the shopping) makes a Gather Information roll, DC based on the cost of the item, how exotic it is, etc. This is actually a penalty to my players, because NOBODY has Gather Information. It becomes, "hey paladin, can I borrow you for a day?" <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=":)" /> One Check per day. Period. This hurts them because we are doing RtToEE, and every day away is a day of restocking for the Temple....</p><p></p><p>3. If they manage to find it, then begins the haggling...I randomly determine if the seller is sleazy or legit (which determines if it is easier to use Bluff or Diplomacy to haggle) and then do some opposed checks...usually they end up spending 10-20% over DMG prices.</p><p></p><p>Now, I was all proud of myself for this system. I thought that it would keep things under control. Wrong.</p><p></p><p>The wrong player managed to get some great rolls, and now has ended up with a few items that I really regret allowing. He's the min/maxing type....</p><p></p><p>As of now, we are on a lock for buying (most) items...I just don't like the dirty feel of it...and some players can NOT be trusted to buy "in-character" (but should they even have to? it IS a "Role" playing game...argh! the dilemmas!)</p><p></p><p>It all depends on your campaign flavor. If someone is doing the WoTC adventures....the PC's will gets lots of cash, and have little to nothing to spend it on (Other than Magic). The best thing a DM can do is to control the money flow...make the players squirm and save up to EARN that magic item they really want. I started the campaign that way and it did work. It was a moment of weakness that changed things <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>To sum up for The One Leged Feline Bucaneer:</p><p></p><p>Ignore everything I just said. <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=":)" /> You have some wonderful players, that sound as though they CAN be trusted...and besides....your baddies have BABIES strapped to themselves fer crying out loud!!! They deserve to be pummeled in new and inventive ways! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p></p><p>-Rugger</p><p>"I lurk....again!"</p></blockquote><p></p>
[QUOTE="Rugger, post: 66547, member: 3092"] The decison to allow players to buy magic is not one to be taken lightly...as I am finding out now in my campaign. I came up with a system that goes something like this: 1. Players decide what they are looking for 2. ONE (the one doing the shopping) makes a Gather Information roll, DC based on the cost of the item, how exotic it is, etc. This is actually a penalty to my players, because NOBODY has Gather Information. It becomes, "hey paladin, can I borrow you for a day?" :) One Check per day. Period. This hurts them because we are doing RtToEE, and every day away is a day of restocking for the Temple.... 3. If they manage to find it, then begins the haggling...I randomly determine if the seller is sleazy or legit (which determines if it is easier to use Bluff or Diplomacy to haggle) and then do some opposed checks...usually they end up spending 10-20% over DMG prices. Now, I was all proud of myself for this system. I thought that it would keep things under control. Wrong. The wrong player managed to get some great rolls, and now has ended up with a few items that I really regret allowing. He's the min/maxing type.... As of now, we are on a lock for buying (most) items...I just don't like the dirty feel of it...and some players can NOT be trusted to buy "in-character" (but should they even have to? it IS a "Role" playing game...argh! the dilemmas!) It all depends on your campaign flavor. If someone is doing the WoTC adventures....the PC's will gets lots of cash, and have little to nothing to spend it on (Other than Magic). The best thing a DM can do is to control the money flow...make the players squirm and save up to EARN that magic item they really want. I started the campaign that way and it did work. It was a moment of weakness that changed things :) To sum up for The One Leged Feline Bucaneer: Ignore everything I just said. :) You have some wonderful players, that sound as though they CAN be trusted...and besides....your baddies have BABIES strapped to themselves fer crying out loud!!! They deserve to be pummeled in new and inventive ways! :P -Rugger "I lurk....again!" [/QUOTE]
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High level 3e magic item purchasing... when does enough become too much?
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