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Items in shop; everything or a limited selection?
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<blockquote data-quote="DarkelvenSFi" data-source="post: 4802323" data-attributes="member: 82911"><p>Truth be told.. I allow my players the option to have the base classes as per the players hand book; it is their handbook so to speak.</p><p></p><p>Regarding magic items and monsters, I ask that the players not look at the books. This will likely be a contested concept within the boards for several reasons.. but for the moment it works well; the characters cannot be expected to know about every creature/magic item in the world. It also helps to avoid issues about price and monster difficulty.</p><p></p><p>Regarding prestige classes.. I've only recently decided to implement them into my current game. But I'll be incorporating them into the story itself. So, an an example, at some point the Rogue in the group will meet people in the game of certain prestige classes; and can request training. Once that requirement has been met, then I wont enforce any rolls in the future to determine whether anyone is 'in the area' to teach them. I see this requirement as being met in the same way that wizards gain their 2 additional spells at each level; as research happening 'behind the scenes'. </p><p></p><p>If the players want to know something about a monster they're facing, I roll a knowledge check and give them the relevant details. </p><p></p><p>Their knowledge of magic items is limited to what they find, what they see in the magic item shops, and to some extent, what they are able to create from their feats. For creating items, I get an idea from them of what they want, and I'll provide them with a list of items that match or nearly meet their needs.</p><p></p><p>But saying all that.. I can see your point relating to the 'players having' and 'characters having'. But I'm now confused as to how that distinction makes any difference to letting the characters buy any item they want/can afford.</p><p></p><p>So; I guess my comment should have been "If the shop has the items the characters want, they may as well have every item available; as the characters will only buy the ones they want anyhow..."</p><p></p><p>Let me know if I've still got the wrong idea...</p></blockquote><p></p>
[QUOTE="DarkelvenSFi, post: 4802323, member: 82911"] Truth be told.. I allow my players the option to have the base classes as per the players hand book; it is their handbook so to speak. Regarding magic items and monsters, I ask that the players not look at the books. This will likely be a contested concept within the boards for several reasons.. but for the moment it works well; the characters cannot be expected to know about every creature/magic item in the world. It also helps to avoid issues about price and monster difficulty. Regarding prestige classes.. I've only recently decided to implement them into my current game. But I'll be incorporating them into the story itself. So, an an example, at some point the Rogue in the group will meet people in the game of certain prestige classes; and can request training. Once that requirement has been met, then I wont enforce any rolls in the future to determine whether anyone is 'in the area' to teach them. I see this requirement as being met in the same way that wizards gain their 2 additional spells at each level; as research happening 'behind the scenes'. If the players want to know something about a monster they're facing, I roll a knowledge check and give them the relevant details. Their knowledge of magic items is limited to what they find, what they see in the magic item shops, and to some extent, what they are able to create from their feats. For creating items, I get an idea from them of what they want, and I'll provide them with a list of items that match or nearly meet their needs. But saying all that.. I can see your point relating to the 'players having' and 'characters having'. But I'm now confused as to how that distinction makes any difference to letting the characters buy any item they want/can afford. So; I guess my comment should have been "If the shop has the items the characters want, they may as well have every item available; as the characters will only buy the ones they want anyhow..." Let me know if I've still got the wrong idea... [/QUOTE]
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