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*Pathfinder & Starfinder
NPC Item crafters and their limits
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<blockquote data-quote="Li Shenron" data-source="post: 5821618" data-attributes="member: 1465"><p>Normally in my campaigns I just tell the players that magic items should be considered not for sale by default, and anything that instead they do find for sale (which isn't too few, really) should be seen as a lucky find. </p><p></p><p>This is my preference for all magic items except healing potions and similar minor curing consumables (e.g. to restore other afflictions), which I think in a fantasy world would have a much higher demand than anything else, which would motivate crafters to make them more often. </p><p></p><p>The PC should therefore expect to put their hands mostly on <em>random</em> magic items, either from treasures or from the occasional vendor. </p><p></p><p>Getting a specific magic item requires either to craft it yourself (my suggestion for mid-high level characters) or finding someone who can craft it for you on demand.</p><p></p><p>Also, I just default anything beyond the core to non-existant until the PC stumble upon it or decide to craft/invent it themselves.</p><p></p><p>I never came up however with good rules or charts for the on-demand case tho... usually I take time by suggesting that the PC should find it through some RP, and then I wind up with some roll vs % chance to see if they can find it in the current town/region or not.</p><p></p><p></p><p></p><p>Demographics.</p><p></p><p>My campaign settings are typically less populated than average, so a typical town will have some tens of thousands inhabitants, a city of 100.000+ people is a major metropolis by my D&D standards.</p><p></p><p>So I take a look at the local population, and then I check the item's craft requirements, therefore figuring out (but it's totally made up at this point <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) some kind of probability.</p><p></p><p>You can use some "multiplying 10%" thumb rule for example:</p><p></p><p>- 10% of the population has class levels</p><p>- 10% of the levelled characters are of the needed class (multiply if more classes can do)</p><p>- 10% of them have the right item creation feat (skip this step for Wizards and Scribe Scroll)</p><p>- 10% of them have the right spell required (apply multiple times)</p><p></p><p>Eventually, the minimum required class <em>level</em> should also be factored in to decrease the chance, and you can also adjust the resulting % up or down if some of the requirements are in your DM's opinion significantly common or rare.</p><p></p><p>For example, let's say someone wants to buy "Boots of Striding and Springing", a fairly powerful and relatively inexpensive item. (edit: by this I mean to pick as example an item that's actually quite common in the game given how useful it can be for such a cheap price)</p><p></p><p>- classed NPCs: fixed 10%</p><p>- class required: Wizard or Sorcerer (for both spells) -> 10% + 10% = 20%</p><p>- feat required: Craft Wondrous Items -> 10%</p><p>- spells required: Expeditious Retreat and Jump -> 10% x 10% = 1%</p><p>- minimum level required: 3rd (for the feat) -> make up something, e.g. 90%</p><p></p><p>In the metropolis, there are 100.000 x 10% x 20% x 10% x 1% x 90% = 1.8 average people who can craft them, so in most metropolis there is at least someone who can craft these for you.</p><p></p><p>Note that however the above means that in such town there are easily 1000 wizards, which may be too much for many gaming groups.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5821618, member: 1465"] Normally in my campaigns I just tell the players that magic items should be considered not for sale by default, and anything that instead they do find for sale (which isn't too few, really) should be seen as a lucky find. This is my preference for all magic items except healing potions and similar minor curing consumables (e.g. to restore other afflictions), which I think in a fantasy world would have a much higher demand than anything else, which would motivate crafters to make them more often. The PC should therefore expect to put their hands mostly on [I]random[/I] magic items, either from treasures or from the occasional vendor. Getting a specific magic item requires either to craft it yourself (my suggestion for mid-high level characters) or finding someone who can craft it for you on demand. Also, I just default anything beyond the core to non-existant until the PC stumble upon it or decide to craft/invent it themselves. I never came up however with good rules or charts for the on-demand case tho... usually I take time by suggesting that the PC should find it through some RP, and then I wind up with some roll vs % chance to see if they can find it in the current town/region or not. Demographics. My campaign settings are typically less populated than average, so a typical town will have some tens of thousands inhabitants, a city of 100.000+ people is a major metropolis by my D&D standards. So I take a look at the local population, and then I check the item's craft requirements, therefore figuring out (but it's totally made up at this point :p ) some kind of probability. You can use some "multiplying 10%" thumb rule for example: - 10% of the population has class levels - 10% of the levelled characters are of the needed class (multiply if more classes can do) - 10% of them have the right item creation feat (skip this step for Wizards and Scribe Scroll) - 10% of them have the right spell required (apply multiple times) Eventually, the minimum required class [I]level[/I] should also be factored in to decrease the chance, and you can also adjust the resulting % up or down if some of the requirements are in your DM's opinion significantly common or rare. For example, let's say someone wants to buy "Boots of Striding and Springing", a fairly powerful and relatively inexpensive item. (edit: by this I mean to pick as example an item that's actually quite common in the game given how useful it can be for such a cheap price) - classed NPCs: fixed 10% - class required: Wizard or Sorcerer (for both spells) -> 10% + 10% = 20% - feat required: Craft Wondrous Items -> 10% - spells required: Expeditious Retreat and Jump -> 10% x 10% = 1% - minimum level required: 3rd (for the feat) -> make up something, e.g. 90% In the metropolis, there are 100.000 x 10% x 20% x 10% x 1% x 90% = 1.8 average people who can craft them, so in most metropolis there is at least someone who can craft these for you. Note that however the above means that in such town there are easily 1000 wizards, which may be too much for many gaming groups. [/QUOTE]
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