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General Tabletop Discussion
*Dungeons & Dragons
Levels 1-4 are "Training Wheels?"
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<blockquote data-quote="Lanefan" data-source="post: 8517649" data-attributes="member: 29398"><p>If 10% - or even 5% - of the people at these places are adventurers with any field experience at all (i.e. not 0 xp raw 1st-level types) then you're going to meet enough of them that there's a likelihood of at least someone looking to buy or sell (or both!) some sort of item or other.</p><p></p><p>In my game it's no big deal to meet other true adventuring groups or individuals either on the road or in town, and in town it's extremely common to meet non-adventuring people with class levels if you know where to find them, usually in the temples and guilds etc. noted previously.</p><p></p><p>Last session I ran the party were inteacting with a small group of Thieves who were initially the party's enemies but have since come to be, if not friends, at least neutral enough to let the PCs overnight at their remotely-located hideout a couple of times (and not even steal from them either!). En route to the swamp said hideout is in they met a small band of (probably lowish-level, the PCs weren't sure and didn't inquire too deeply) adventurers on the road, travelling from one town to another for reasons unknown.</p><p></p><p>If you've never read Nicolas Eames' <em>Kings of the Wyld</em>, give it a look. Adventuring parties in that setting are treated like rock bands. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Most guilds and temples worth their salt have some pretty solid defenses against attack or theft just to protect their own goods, never mind any magic items being stored or sold through there.</p><p></p><p>Where while I don't have Artificer as a capital-C Class I do have it as a profession some non-adventuirng arcanists branch into. (if a PC wizard-type wants to become an artificer, no problem: just retire from adventuring, put in several years of training, and you're good to rock)</p><p></p><p>Ah - that's another difference: I have magic items being a bit more breakable than that, particularly when hit with big A-of-E damage effects.</p><p></p><p>It's hard to optimize when everything on the shopping list is randomly generated (maybe with a push toward one thing or another depending on the situation e.g. if a major war has just ended there might be a few more weapons and armour on the market than usual, that sort of thing). That said, if a character wants a specific item and is willing to wait quite a while for it they can always commission an artificer to build it. The problem here is that the character's companions will 99+% certainly want to keep adventuring during the construction time, which can be months or even a year or two, meaning you either retire or risk being dead by the time your item is finished*.</p><p></p><p>* - yet another reason for items hitting the open market: unclaimed commissions! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Many of the non-hereditary nobles in my setting are retired adventurers.</p><p></p><p>Easy: if you went to an artificer and commissioned an identical item, what would that artificer charge you. There's your base value; and I've always assumed that to be the basis for the price lists in earlier editions.</p><p></p><p>They may not necessarily prefer thise things in the moments they needs doing, but they do in general prefer the sense of realism they represent, as do I.</p><p></p><p>The training itself can be done in the background but the costs can't be waved away so easily, and IMO neither can the in-game time.</p><p></p><p>That, and downtime is important for numerous other reasons; and one very nice side effect of making characters train into levels is that it forces parties to get out of the field now and then and take some downtime.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8517649, member: 29398"] If 10% - or even 5% - of the people at these places are adventurers with any field experience at all (i.e. not 0 xp raw 1st-level types) then you're going to meet enough of them that there's a likelihood of at least someone looking to buy or sell (or both!) some sort of item or other. In my game it's no big deal to meet other true adventuring groups or individuals either on the road or in town, and in town it's extremely common to meet non-adventuring people with class levels if you know where to find them, usually in the temples and guilds etc. noted previously. Last session I ran the party were inteacting with a small group of Thieves who were initially the party's enemies but have since come to be, if not friends, at least neutral enough to let the PCs overnight at their remotely-located hideout a couple of times (and not even steal from them either!). En route to the swamp said hideout is in they met a small band of (probably lowish-level, the PCs weren't sure and didn't inquire too deeply) adventurers on the road, travelling from one town to another for reasons unknown. If you've never read Nicolas Eames' [I]Kings of the Wyld[/I], give it a look. Adventuring parties in that setting are treated like rock bands. :) Most guilds and temples worth their salt have some pretty solid defenses against attack or theft just to protect their own goods, never mind any magic items being stored or sold through there. Where while I don't have Artificer as a capital-C Class I do have it as a profession some non-adventuirng arcanists branch into. (if a PC wizard-type wants to become an artificer, no problem: just retire from adventuring, put in several years of training, and you're good to rock) Ah - that's another difference: I have magic items being a bit more breakable than that, particularly when hit with big A-of-E damage effects. It's hard to optimize when everything on the shopping list is randomly generated (maybe with a push toward one thing or another depending on the situation e.g. if a major war has just ended there might be a few more weapons and armour on the market than usual, that sort of thing). That said, if a character wants a specific item and is willing to wait quite a while for it they can always commission an artificer to build it. The problem here is that the character's companions will 99+% certainly want to keep adventuring during the construction time, which can be months or even a year or two, meaning you either retire or risk being dead by the time your item is finished*. * - yet another reason for items hitting the open market: unclaimed commissions! :) Many of the non-hereditary nobles in my setting are retired adventurers. Easy: if you went to an artificer and commissioned an identical item, what would that artificer charge you. There's your base value; and I've always assumed that to be the basis for the price lists in earlier editions. They may not necessarily prefer thise things in the moments they needs doing, but they do in general prefer the sense of realism they represent, as do I. The training itself can be done in the background but the costs can't be waved away so easily, and IMO neither can the in-game time. That, and downtime is important for numerous other reasons; and one very nice side effect of making characters train into levels is that it forces parties to get out of the field now and then and take some downtime. [/QUOTE]
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Levels 1-4 are "Training Wheels?"
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