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How to handle "shopping"?
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<blockquote data-quote="gizmo33" data-source="post: 4684029" data-attributes="member: 30001"><p>I think the general advice would apply here - play it out if it interests people, and gloss over it if it doesn't. Similar to overland travel - talk about the interesting points and assume the rest.</p><p> </p><p>4E is designed, AFAICT, for PCs to basically find whatever magic items that they can afford. There isn't supposed to be a game-breaking 7th level item, for example, so you don't have to keep tight control on this for game-balance reasons. </p><p> </p><p>As far as versimiltude reasons (if you can hear me over the shouts of "simulationist!" from the mobs), I think you can estimate a 10% mark-up on non-mundane items to account for messages being sent and items being located. Just because adventurers are sitting in a particular village doesn't mean merchants won't attempt to go to them. Especially if they've thrown around enough money to establish that they are wealthy, a smart merchant isn't going to wait for the PCs to come to him. </p><p> </p><p>So imagine the possibility of a network of merchants with messengers, inventory lists, wealthy patrons and contacts, and so on that would all realize some benefit in hooking up a wealthy PC with his desired magic item (at a good profit, of course). Then mark off the time, a nice round figure of money, and then get back to adventuring. At least that's what I do, except in cases where PCs are just blowing through town in which case I just pick a few random items (with the help of a computer program) and let them know that if they want a better selection they'll have to stay in town for a while.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 4684029, member: 30001"] I think the general advice would apply here - play it out if it interests people, and gloss over it if it doesn't. Similar to overland travel - talk about the interesting points and assume the rest. 4E is designed, AFAICT, for PCs to basically find whatever magic items that they can afford. There isn't supposed to be a game-breaking 7th level item, for example, so you don't have to keep tight control on this for game-balance reasons. As far as versimiltude reasons (if you can hear me over the shouts of "simulationist!" from the mobs), I think you can estimate a 10% mark-up on non-mundane items to account for messages being sent and items being located. Just because adventurers are sitting in a particular village doesn't mean merchants won't attempt to go to them. Especially if they've thrown around enough money to establish that they are wealthy, a smart merchant isn't going to wait for the PCs to come to him. So imagine the possibility of a network of merchants with messengers, inventory lists, wealthy patrons and contacts, and so on that would all realize some benefit in hooking up a wealthy PC with his desired magic item (at a good profit, of course). Then mark off the time, a nice round figure of money, and then get back to adventuring. At least that's what I do, except in cases where PCs are just blowing through town in which case I just pick a few random items (with the help of a computer program) and let them know that if they want a better selection they'll have to stay in town for a while. [/QUOTE]
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