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*Pathfinder & Starfinder
Items in shop; everything or a limited selection?
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<blockquote data-quote="DarkelvenSFi" data-source="post: 4803378" data-attributes="member: 82911"><p>I don't think I came in here with the intention of having people change their game play. Initially to get an idea of other peoples thoughts, and then to defend my methods.. but I don't think anyone here is doing anything more than explaining how other peoples system wouldn't work within their game setting.</p><p></p><p></p><p>I think the issue here is that these communities (regardless of size) may have a limit of (eg) 50,000gp for magic items, but due to the sheer number of items, might have several million gold pieces worth of stock. Or the counter side, have someone available that knows of and is able to create any magic item. </p><p></p><p>If this was the case in my campaign, the shop would be robbed (or attempted), and that *ahem* magical NPC with the magic item feats would be captured and put to work under armed guard. </p><p></p><p>The concept for me, or I should say my players, lends itself to a range of complications. I cannot say "for arguments' sake, every item is available, but you cannot steal it"; it detracts from the gameplay and <em>feels </em>like I'm breaking the rules for the benefit of the players. </p><p></p><p>All my shopkeepers have a limited number of goods and are of a certain level related to their goods (the protection of those goods). They have guards, and traps and magical wards, etc to prevent theft. The players know this and accept that there's a risk in attempting to steal what's available. </p><p></p><p>You could argue that I am able to do a similar thing for the 'all items' option, but then I'm further complicating the system to prevent the players breaking the game; so they don't get everything they want - or is that not a bad thing?</p><p></p><p>As a curiosity; how do your players know they aren't meant to or cannot steal from the shops or kidnap the item creator. Is it a verbal agreement out of game or something present in-game?</p></blockquote><p></p>
[QUOTE="DarkelvenSFi, post: 4803378, member: 82911"] I don't think I came in here with the intention of having people change their game play. Initially to get an idea of other peoples thoughts, and then to defend my methods.. but I don't think anyone here is doing anything more than explaining how other peoples system wouldn't work within their game setting. I think the issue here is that these communities (regardless of size) may have a limit of (eg) 50,000gp for magic items, but due to the sheer number of items, might have several million gold pieces worth of stock. Or the counter side, have someone available that knows of and is able to create any magic item. If this was the case in my campaign, the shop would be robbed (or attempted), and that *ahem* magical NPC with the magic item feats would be captured and put to work under armed guard. The concept for me, or I should say my players, lends itself to a range of complications. I cannot say "for arguments' sake, every item is available, but you cannot steal it"; it detracts from the gameplay and [I]feels [/I]like I'm breaking the rules for the benefit of the players. All my shopkeepers have a limited number of goods and are of a certain level related to their goods (the protection of those goods). They have guards, and traps and magical wards, etc to prevent theft. The players know this and accept that there's a risk in attempting to steal what's available. You could argue that I am able to do a similar thing for the 'all items' option, but then I'm further complicating the system to prevent the players breaking the game; so they don't get everything they want - or is that not a bad thing? As a curiosity; how do your players know they aren't meant to or cannot steal from the shops or kidnap the item creator. Is it a verbal agreement out of game or something present in-game? [/QUOTE]
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