Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
Community
General Tabletop Discussion
*Pathfinder & Starfinder
invisibility
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="Dash Dannigan" data-source="post: 711884" data-attributes="member: 6306"><p>As for most of the ideas so far presented these aren't metagaming, though they may appear so to the player if suddenly implemented. Most of these suggestions are realistically what these Jewel vendors what have <strong>already</strong> had in place, so I think you're missing the point my friend. Part of the reason you are having a problem with this is because you've allowed it to become a problem. A merchant peddling several thousand gp's in gems in his lovely store (keep in mind that an average joe schmoe-skilled too earns ~1 silver piece a week). Economically this store owner would have thousands to hundreds of gold to spend safe-guarding his wares. If a thief was able to walk in and grab a gem or two, like as not these would either be fake or some of the cheap baubles (10-15 gp). Gems worth as much as the thief is stealing would feed a D&D farm family for a couple of years...</p><p></p><p>Now, as for implementing these safeguards (which in all honesty should have been in there in the first place), I suggest you do so gradually. First off, trained dogs are not uncommon and would never be "bad for business". Start with a beaded doorway, next place will have a dog, the next place might have a low-level retired wizard as an owner and has a bat familiar and so on. These are not metagaming but a realistic fleshing out of the D&D world. If the thief wishes to continue with these "easy marks" then he should find that the values for these gems are proportional to the level of security, i.e. no security = cheapo glass look-a-likes manufactured by "garbo-gnome #4". If the thief then sets his aim for those expenisve gems of unrivaled quality and astronimical prices, then expect an unmatched security detail and safeguards (can we say mother-of-all traps? <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>Hope this helps you out and that everyone's suggestions (once implemented gradually) will not only prevent this problem but also help you flesh the world out a little more in the eys of your players, hopefully providing a more immersive game playing experience (ahe, if you're into that, that is <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). Happy playing.</p><p></p><p>edit- *smacking own forehead* you know what? If this is a tiny Thorp as you mention, then you will NOT find a gem worth thousands of gold pieces there. I mean what's the gold piece cap for a tiny village? 500gp? A 1000 gp fo a small town? Again, I'll have stress proportionality here, if the security isn't there, neither are the goods...</p></blockquote><p></p>
[QUOTE="Dash Dannigan, post: 711884, member: 6306"] As for most of the ideas so far presented these aren't metagaming, though they may appear so to the player if suddenly implemented. Most of these suggestions are realistically what these Jewel vendors what have [b]already[/b] had in place, so I think you're missing the point my friend. Part of the reason you are having a problem with this is because you've allowed it to become a problem. A merchant peddling several thousand gp's in gems in his lovely store (keep in mind that an average joe schmoe-skilled too earns ~1 silver piece a week). Economically this store owner would have thousands to hundreds of gold to spend safe-guarding his wares. If a thief was able to walk in and grab a gem or two, like as not these would either be fake or some of the cheap baubles (10-15 gp). Gems worth as much as the thief is stealing would feed a D&D farm family for a couple of years... Now, as for implementing these safeguards (which in all honesty should have been in there in the first place), I suggest you do so gradually. First off, trained dogs are not uncommon and would never be "bad for business". Start with a beaded doorway, next place will have a dog, the next place might have a low-level retired wizard as an owner and has a bat familiar and so on. These are not metagaming but a realistic fleshing out of the D&D world. If the thief wishes to continue with these "easy marks" then he should find that the values for these gems are proportional to the level of security, i.e. no security = cheapo glass look-a-likes manufactured by "garbo-gnome #4". If the thief then sets his aim for those expenisve gems of unrivaled quality and astronimical prices, then expect an unmatched security detail and safeguards (can we say mother-of-all traps? :p ) Hope this helps you out and that everyone's suggestions (once implemented gradually) will not only prevent this problem but also help you flesh the world out a little more in the eys of your players, hopefully providing a more immersive game playing experience (ahe, if you're into that, that is ;) ). Happy playing. edit- *smacking own forehead* you know what? If this is a tiny Thorp as you mention, then you will NOT find a gem worth thousands of gold pieces there. I mean what's the gold piece cap for a tiny village? 500gp? A 1000 gp fo a small town? Again, I'll have stress proportionality here, if the security isn't there, neither are the goods... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
invisibility
Top