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<blockquote data-quote="Brother MacLaren" data-source="post: 3509084" data-attributes="member: 15999"><p>Yeah, that's often been an issue. Sometimes resolved by going WAY over the top to keep PCs in their place. But it was generally my sense in earlier editions -- BECM and 2e -- that "Adventurers" as a profession were extremely rare. While PCs could do these game-world-breaking things, the world didn't have to assume that such things were a regular occurrence. </p><p></p><p>3.5 spells out a prevalence of PC-classed characters that is far higher than many would have assumed from previous editions. The sample hamlet of 200 people in the DMG has 13 PC-classed individuals -- 6.5% of the population.</p><p></p><p>That demographic assumption is in my mind one of the two biggest flaws in the DMG. The other is the assumption that any magic item worth up to a community's limit is likely available for sale in that town -- regardless of the caster requirements. A large town will likely not have a 15th-level archmage or a 12th-level high priest, yet it is expected to have a <em>Scroll of Horrid Wilting </em> and a <em>Ring of Protection +1</em> for sale or available to be commissioned. <strong>Every</strong> large town. A better way to go, and one involving more work, is to describe the item crafters. Who are they, what are their motivations, what can they craft, who will they refuse to work for, how much GP in material components do they have on hand, how do they prevent the PCs from killing them and taking their stuff, etc. A town's description might say "The town's 7th-level diviner (forbidden school evocation) will scribe scrolls for the PCs, charging elves 90% of base price and non-elves 110%. He will not work for anybody who has offended the sprites in the woods. He can enchant arms and armor, but only for those with a personal recommendation from the Mayor. He has 4,000 gp in material components in his tower and the following wards in place..."</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3509084, member: 15999"] Yeah, that's often been an issue. Sometimes resolved by going WAY over the top to keep PCs in their place. But it was generally my sense in earlier editions -- BECM and 2e -- that "Adventurers" as a profession were extremely rare. While PCs could do these game-world-breaking things, the world didn't have to assume that such things were a regular occurrence. 3.5 spells out a prevalence of PC-classed characters that is far higher than many would have assumed from previous editions. The sample hamlet of 200 people in the DMG has 13 PC-classed individuals -- 6.5% of the population. That demographic assumption is in my mind one of the two biggest flaws in the DMG. The other is the assumption that any magic item worth up to a community's limit is likely available for sale in that town -- regardless of the caster requirements. A large town will likely not have a 15th-level archmage or a 12th-level high priest, yet it is expected to have a [I]Scroll of Horrid Wilting [/I] and a [I]Ring of Protection +1[/I] for sale or available to be commissioned. [B]Every[/B] large town. A better way to go, and one involving more work, is to describe the item crafters. Who are they, what are their motivations, what can they craft, who will they refuse to work for, how much GP in material components do they have on hand, how do they prevent the PCs from killing them and taking their stuff, etc. A town's description might say "The town's 7th-level diviner (forbidden school evocation) will scribe scrolls for the PCs, charging elves 90% of base price and non-elves 110%. He will not work for anybody who has offended the sprites in the woods. He can enchant arms and armor, but only for those with a personal recommendation from the Mayor. He has 4,000 gp in material components in his tower and the following wards in place..." [/QUOTE]
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