How do you deal with PCs locating mundane resources?

Kealios

Explorer
I've spent a lot of time developing a chart that helps determine how easy it is for a PC to find a magic item in any given city.

I've calculated their level (as an indicator of other's respect for them, as well as their reputation), the size of the town/city, etc that they are in, the type of item they are seeking (minor, medium or major magic item), as well as any local modifiers for the type of item they want (some citys excel at minor items, others have a wealth of major items available, etc). I let players roll once per week (in-game time) per item that they seek, and let the dice sort it out.

Some items, like potions or simple items like swords, barding, etc, I dont require a roll. Some things can almost certainly be taken for granted that they can be found. Or can they?

Minorly mundane items like shoes and travel clothes are different than tanglefoot bags and sunrods. I dont have a precise method for determining the location of such mundane items, and wondered how you all deal with it?

A few threads down was the question of developing a theme for a campaign, such as what armors or weapons might be allowed/found/standard in any given locale. I love this idea, because it adds flavor. Yea, if your class is only allowed to wear light armor, why not get a mithril breastplate? Its the best medium-turned-light armor there is...but what if it wasnt available in this area? That's the spice I am looking for.

How do you determine if that mundane item like a longsword, ruby, or horse cart is available in a town? What if it were more exotic, like a tanglefoot bag, a vial of poison, or an exotic war saddle for a flying beast of burden?

Im curious :)

Thanks,
Kealios
 

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Well, id consider the size of the town and what its main products are. A small hamlet probably wouldnt have even a cart for sale(as most of the carts in a town would be in use, youd have to talk a farmer or someone out fo theirs). Poison would be hard to get in any town, without the right contacts. Any town big enough for a thieves guild might have a chance of having poison. But thats not always the case. Poison is a very sensitive subject, and youd have to have the right kind of contacts to get it. Tanglefoot bags are a bit harder to figure out. They certainly arent common. most trade cities would probably have them for adventurers. Smaller towns would not.
 

Kealios said:
How do you determine if that mundane item like a longsword, ruby, or horse cart is available in a town? What if it were more exotic, like a tanglefoot bag, a vial of poison, or an exotic war saddle for a flying beast of burden?

I don't have a chart or anything, it really depends on the town in question. Since mundane items are by definition common items they are often available readily. Longswords are needed for the town guard or even just to hand out to some semi-trained impromptu militia. A horse cart is probably available as its how folks move goods from the fields to the town and back again. Even a ruby may not be that hard to track down, unless the town is really, really poor.

As for the slightly more exotic items it depends on the size of the town and whether their is any reason for them to have such a thing. An exotic war saddle in a small town, probably not. But they might have connections to get it from a big city if they are on a trade route. If they are just a farmer town then they probably won't even have those connections. Flying beast of burden? Probably only available in the larger cities and depending on them may not even in all of them.

So in my worlds it comes down to the history, size and background of the town or city in question more so than a random chart. If there seems to be a reason for the item to be there or why one might have access to it then the party can probably find it. Otherwise there may be some more work involved.
 

Kealios said:
How do you determine if that mundane item like a longsword, ruby, or horse cart is available in a town? What if it were more exotic, like a tanglefoot bag, a vial of poison, or an exotic war saddle for a flying beast of burden?

I judge how well I like the player asking the question. If he has been agood player that helps out, pays his share for pizza, provides minis or tact tiles for the game; then more then likely the item will be there. However, if he's a problem player or worse one that I think cheats he will have the most unusualy bad luck in finding things he needs.

:lol:
 

In smaller places, sometimes things must be imported (like gemstones) but the people there probably make whatever they need. I envision a network of travelling peddlars who will take special orders, but are not totally reliable on the delivery end. (I had your ruby, but was made such an excellent offer just a few days ago...) In the case of smaller places, it is likely TIME that is the problem in getting common goods, rather than availability.
 

If I'm not sure whether a town would have an item or not, I just flip a coin or roll a die. But you generally have some sort of guidelines as to what's available and what's not (e.g. GP limits).
 

I deal with that easily: virtually everything is on commission. my craftsmen keep virtually no stock on hand beyond the things they are likely to sell at least once a week (blacksmiths keep a number of horse shoes, nails, rings, & the like but few other goods).

There are a few exceptions: alchemists have 2d6-d4 of each adventuring item on hand (note that it can be negative, meaning they are not only out but have committed to giving the next ones they make to someone else first), clerics tend to have a small number of CLW potions, fletchers have large numbers of arrows, etc.
 

I set a DC and then get the PCs to make a Cha roll to see if they get what they want - it makes Cha at least semi-important. Sort of like a Wealth check but different (and yeah Bards have better luck, thats another benefit of being a jack-of-all-trades...
 

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