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<blockquote data-quote="Michael Silverbane" data-source="post: 4806342" data-attributes="member: 38016"><p>In the games that I run, I use a method similar to one already described, where the player makes a Gather Information roll to ferret out someone willing to make / part with the item in question. Success (I don't recall how I determine the DC, I've got it written down somewhere, it is not a terribly difficult check) means that they can get the item (assuming that they pay for it) for the next session. Failure by less than 5 means that they can do a specific adventure for the item (or act as if they've failed by more than 5). Failure by less than 10 means that they can find someone to make the item for them (this becomes more and more onerous the higher the characters are in level). Failure by 10 or more means that they cannot find anyone currently willing or able to make / part with the item. They may try again after the next session.</p><p></p><p>One other thing that I do, though, is that all item request / shopping issues must take place outside of normal gameplay. If a player asks me if he can get an item for his character during the session, my answer is pretty much always the same, "send me an email before the next session."</p><p></p><p>During my next campaign, I'm considering doing away with the big six by incorporating plusses into the characters abilities as they gain levels (similarly to the way that Vow of Poverty works) and then making magic items a bit harder to get. Then again, I may not, since I have had very little issue with the way that I've been doing things.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 4806342, member: 38016"] In the games that I run, I use a method similar to one already described, where the player makes a Gather Information roll to ferret out someone willing to make / part with the item in question. Success (I don't recall how I determine the DC, I've got it written down somewhere, it is not a terribly difficult check) means that they can get the item (assuming that they pay for it) for the next session. Failure by less than 5 means that they can do a specific adventure for the item (or act as if they've failed by more than 5). Failure by less than 10 means that they can find someone to make the item for them (this becomes more and more onerous the higher the characters are in level). Failure by 10 or more means that they cannot find anyone currently willing or able to make / part with the item. They may try again after the next session. One other thing that I do, though, is that all item request / shopping issues must take place outside of normal gameplay. If a player asks me if he can get an item for his character during the session, my answer is pretty much always the same, "send me an email before the next session." During my next campaign, I'm considering doing away with the big six by incorporating plusses into the characters abilities as they gain levels (similarly to the way that Vow of Poverty works) and then making magic items a bit harder to get. Then again, I may not, since I have had very little issue with the way that I've been doing things. [/QUOTE]
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