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Items in shop; everything or a limited selection?
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<blockquote data-quote="DarkelvenSFi" data-source="post: 4800188" data-attributes="member: 82911"><p>Great answers!</p><p></p><p>I just run a system that generates items based on how much wealth the town is expected to have. This way the players get that added bit of realism when choosing where to go next. Large towns are also more dangerous, so they have to weigh up their options.</p><p></p><p>I was curious about the 'the magic item compendium says to allow all items', and it doesn't really. It say that if a player asks for a specific item, the answer should usually be yes, but it goes on to place a limit on availability according to the value of items compared to the city size (as per the DMG).</p><p></p><p>Which makes a fair bit of sense.</p><p></p><p>So after all this, I'll be including my shop list that randomly pulls out details, but also granting a roll-check for when players ask for specific items.</p></blockquote><p></p>
[QUOTE="DarkelvenSFi, post: 4800188, member: 82911"] Great answers! I just run a system that generates items based on how much wealth the town is expected to have. This way the players get that added bit of realism when choosing where to go next. Large towns are also more dangerous, so they have to weigh up their options. I was curious about the 'the magic item compendium says to allow all items', and it doesn't really. It say that if a player asks for a specific item, the answer should usually be yes, but it goes on to place a limit on availability according to the value of items compared to the city size (as per the DMG). Which makes a fair bit of sense. So after all this, I'll be including my shop list that randomly pulls out details, but also granting a roll-check for when players ask for specific items. [/QUOTE]
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Items in shop; everything or a limited selection?
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