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General Tabletop Discussion
*Dungeons & Dragons
Immunity/Resistance to nonmagical attacks worth 50gp?
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<blockquote data-quote="Fanaelialae" data-source="post: 8244033" data-attributes="member: 53980"><p>Of course, play how you like. I was merely referring to the assumptions built in to 5e. You can, of course, change the rules as you please, but then you do assume the responsibility for any consequences.</p><p></p><p>Personally, something that has worked well for me is a magic item shop with limited availability. I have a recurring merchant in my campaigns who is actually an inter-dimensional trader of magic items. The trader has a very limited number of magic items that he has available at one time, and what he has available is randomly determined (even I don't know what he will have until I actually roll for it). I randomly determine a starting price between 1 and 2 times the "book" price of the item. Between every session, assuming the players haven't bought the item, I make two rolls. The first is to determine whether the item is no longer available (the lower the price, the greater the odds). Assuming that it is still available, the next roll determines how much the price drops (to a minimum of half book price). If an item is bought or becomes unavailable, I roll up a new item. </p><p></p><p>I find that, for me, this creates a good balance. The players can spend their gold on magic items if desired, but they are unlikely to get the absolute, perfect item for their character. The fact that the price drops every week, but also might become unavailable, lends both a degree of strategy and urgency. The longer you wait, the less gold it will cost, but wait too long and you'll miss out.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8244033, member: 53980"] Of course, play how you like. I was merely referring to the assumptions built in to 5e. You can, of course, change the rules as you please, but then you do assume the responsibility for any consequences. Personally, something that has worked well for me is a magic item shop with limited availability. I have a recurring merchant in my campaigns who is actually an inter-dimensional trader of magic items. The trader has a very limited number of magic items that he has available at one time, and what he has available is randomly determined (even I don't know what he will have until I actually roll for it). I randomly determine a starting price between 1 and 2 times the "book" price of the item. Between every session, assuming the players haven't bought the item, I make two rolls. The first is to determine whether the item is no longer available (the lower the price, the greater the odds). Assuming that it is still available, the next roll determines how much the price drops (to a minimum of half book price). If an item is bought or becomes unavailable, I roll up a new item. I find that, for me, this creates a good balance. The players can spend their gold on magic items if desired, but they are unlikely to get the absolute, perfect item for their character. The fact that the price drops every week, but also might become unavailable, lends both a degree of strategy and urgency. The longer you wait, the less gold it will cost, but wait too long and you'll miss out. [/QUOTE]
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Immunity/Resistance to nonmagical attacks worth 50gp?
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