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<blockquote data-quote="Trainz@work" data-source="post: 927712" data-attributes="member: 8202"><p><strong>Come to think of it...</strong></p><p></p><p>I don't totally like what I came up with, so here is a revised system (it is VERY slow at work today):</p><p></p><p><strong><u>Magic Items Availability</u></strong></p><p></p><p>Mage guilds and Temples have items under 1000 gp value, according to the following guidelines:</p><p></p><p>Potions, Scrolls, and Wands that cure or remove an ailment can be accessed at a Temple. Availability depends on the size of town. Roll a d20: if you roll equal or lower, the item is available. Substract the base number by the number ater the slash ( / ) and reroll. If you roll under the new adjusted number, another one of the item is available. Repeat until you fail, which means that the item is out of stock (or you bought all that are available for sale) and the target number is now 0. The target number increases by 1 each day if the PC's want to stay in town until an item is available, but remember that if they go check and fail, the target number is reset to 0 again. They're better off either visiting another town, or waiting until the target number is reset to close to it's original value. </p><p></p><p>........... Potion Scroll Wand </p><p>Hamlet:.... 12/3 9/3 6/3</p><p>Village:.... 15/3 12/3 8/4</p><p>Town:..... 18/3 15/3 12/4</p><p>City:....... 18/2 18/3 18/6</p><p></p><p>Any item under 1000 gp (including those found at temples) might be found at a Mage Guild (or lone arcanist that is in his base of operations, be it sorcerer or mage). The system is different however. </p><p></p><p>First, it takes 30 days before an item can be checked again (it doesn't reset the target number at one per day). Also, only a certain number of items can be checked at a given place:</p><p></p><p>Arcanist level 1-9 1d3 items</p><p>Arcanist level 10-15 1d4+1 items</p><p>Arcanist level 16+ 1d6+1</p><p>Small mage guild 1d4+2</p><p>Standard mage guild 1d6+2</p><p>Large mage guild 2d6</p><p></p><p>After this many attempts have been tried, the place is out of stock.</p><p></p><p>Item under 1000 gp value</p><p></p><p> One shot item Item w/ charges Permanent item</p><p>rcanist level 1-9 12/4 8/4 6/6</p><p>Arcanist level 10-15 16/4 10/5 8/8</p><p>Arcanist level 16+ 15/5 10/5 6/6</p><p>Small mage guild 16/4 12/6 8/4</p><p>Standard mage guild 18/3 14/7 10/5</p><p>Large mage guild 18/2 16/8 12/6</p><p></p><p>Anything at 1000 gp or over is not readilly available at a "shop" or somesuch. These must be searched individually, through inquiries. Here is a system...</p><p></p><p>A character must make a check with either Information Gathering, Knowledge Religion, or Knowledge Arcane (not important). A fee is also paid depending on the skill used: Information Gathering is for drinks, bribes, and tips; Knowledge Religion is for church tithes and contributions, Knowledge Arcane is for Guild fees and simply to grease someone's palm. If the check is failed, half the cost is paid.</p><p></p><p>The DC, cost, and time it takes is set by the gold piece value of the item:</p><p></p><p>1,000 gp to 4,999 gp: DC 15/ 1d4 hours/ 4d6 gp </p><p>5,000 gp to 19,999 gp: DC 20/ 1d10 hours/ 10d6 gp</p><p>20,000 gp to 49,999 gp: DC 25/ 1d4 days/ 8d20 gp</p><p>50,000 gp to 99,999 gp: DC 30/ 1d10 days/ 10d100 gp</p><p>100,000 gp and +: DC 40/ 1d4 weeks/ 5d1000 gp </p><p></p><p>If the check is successful (and the cash is paid, of course...), then the PC's know where such an item is. That doesn't make it readilly available though.</p><p></p><p><u>Roll 1d12</u> (Yay ! A use for the d12 !)</p><p>1- Someone has one such item available and for sale at regular price. His location is within 100 miles.</p><p>2- Someone has one such item available and for sale at regular price. His location is from 100 and 500 miles.</p><p>3- Someone has one such item available and for sale at double the price. His location is within 100 miles.</p><p>4- Someone has one such item available and for sale at double the price. His location is from 100 and 500 miles.</p><p>5- Someone is ready to craft the item at regular price. His location is within 100 miles.</p><p>6- Someone is ready to craft the item at regular price. His location is from 100 and 500 miles.</p><p>7- Someone is ready to craft the item at double price. His location is within 100 miles.</p><p>8- Someone is ready to craft the item at double price. His location is from 100 and 500 miles.</p><p>9+- It is rumored that such an item is in a certain creature's lair. There is a 75% chance that the rumor is true, and the creature's CR is equal to the inquiring character's level plus 1d6-2. The creature's location is within 300 miles.</p><p></p><p>Now THIS system I like. It also reduces the "magic shop" effect while still giving the PC's a chance to acquire an item.</p></blockquote><p></p>
[QUOTE="Trainz@work, post: 927712, member: 8202"] [b]Come to think of it...[/b] I don't totally like what I came up with, so here is a revised system (it is VERY slow at work today): [B][U]Magic Items Availability[/U][/B][U][/U] Mage guilds and Temples have items under 1000 gp value, according to the following guidelines: Potions, Scrolls, and Wands that cure or remove an ailment can be accessed at a Temple. Availability depends on the size of town. Roll a d20: if you roll equal or lower, the item is available. Substract the base number by the number ater the slash ( / ) and reroll. If you roll under the new adjusted number, another one of the item is available. Repeat until you fail, which means that the item is out of stock (or you bought all that are available for sale) and the target number is now 0. The target number increases by 1 each day if the PC's want to stay in town until an item is available, but remember that if they go check and fail, the target number is reset to 0 again. They're better off either visiting another town, or waiting until the target number is reset to close to it's original value. ........... Potion Scroll Wand Hamlet:.... 12/3 9/3 6/3 Village:.... 15/3 12/3 8/4 Town:..... 18/3 15/3 12/4 City:....... 18/2 18/3 18/6 Any item under 1000 gp (including those found at temples) might be found at a Mage Guild (or lone arcanist that is in his base of operations, be it sorcerer or mage). The system is different however. First, it takes 30 days before an item can be checked again (it doesn't reset the target number at one per day). Also, only a certain number of items can be checked at a given place: Arcanist level 1-9 1d3 items Arcanist level 10-15 1d4+1 items Arcanist level 16+ 1d6+1 Small mage guild 1d4+2 Standard mage guild 1d6+2 Large mage guild 2d6 After this many attempts have been tried, the place is out of stock. Item under 1000 gp value One shot item Item w/ charges Permanent item rcanist level 1-9 12/4 8/4 6/6 Arcanist level 10-15 16/4 10/5 8/8 Arcanist level 16+ 15/5 10/5 6/6 Small mage guild 16/4 12/6 8/4 Standard mage guild 18/3 14/7 10/5 Large mage guild 18/2 16/8 12/6 Anything at 1000 gp or over is not readilly available at a "shop" or somesuch. These must be searched individually, through inquiries. Here is a system... A character must make a check with either Information Gathering, Knowledge Religion, or Knowledge Arcane (not important). A fee is also paid depending on the skill used: Information Gathering is for drinks, bribes, and tips; Knowledge Religion is for church tithes and contributions, Knowledge Arcane is for Guild fees and simply to grease someone's palm. If the check is failed, half the cost is paid. The DC, cost, and time it takes is set by the gold piece value of the item: 1,000 gp to 4,999 gp: DC 15/ 1d4 hours/ 4d6 gp 5,000 gp to 19,999 gp: DC 20/ 1d10 hours/ 10d6 gp 20,000 gp to 49,999 gp: DC 25/ 1d4 days/ 8d20 gp 50,000 gp to 99,999 gp: DC 30/ 1d10 days/ 10d100 gp 100,000 gp and +: DC 40/ 1d4 weeks/ 5d1000 gp If the check is successful (and the cash is paid, of course...), then the PC's know where such an item is. That doesn't make it readilly available though. [U]Roll 1d12[/U] (Yay ! A use for the d12 !) 1- Someone has one such item available and for sale at regular price. His location is within 100 miles. 2- Someone has one such item available and for sale at regular price. His location is from 100 and 500 miles. 3- Someone has one such item available and for sale at double the price. His location is within 100 miles. 4- Someone has one such item available and for sale at double the price. His location is from 100 and 500 miles. 5- Someone is ready to craft the item at regular price. His location is within 100 miles. 6- Someone is ready to craft the item at regular price. His location is from 100 and 500 miles. 7- Someone is ready to craft the item at double price. His location is within 100 miles. 8- Someone is ready to craft the item at double price. His location is from 100 and 500 miles. 9+- It is rumored that such an item is in a certain creature's lair. There is a 75% chance that the rumor is true, and the creature's CR is equal to the inquiring character's level plus 1d6-2. The creature's location is within 300 miles. Now THIS system I like. It also reduces the "magic shop" effect while still giving the PC's a chance to acquire an item. [/QUOTE]
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