National Acrobat
First Post
Cool
Thanks, this is just what I need. This will make things a lot easier. Cool.
As for the GP Limit for settlements, I use that. The campaign takes place in a very remote, rural part of the world. Everyone likes the wilderness adventures and exploring, but the same pair grumble about the small villages and hamlets.
However, the variant creation rules will be well used. The other players will love them.
Klaus said:National Acrobat -> Take a look at the recent Rules of the Game article series in the WotC site. In part 7, Skip Williams mention a variant guideline that lets other characters constribute with the XP for making Magic Items. If the players who want the items can chalk up the XP and gp, maybe the players-who-won't-make-items will warm up to the idea.
Also, show them a couple of items they *could* make with the resources they have available. If it's something they really want, they might warm up to the idea.
Thirdly, nowhere in the core rules does it say that there are magic shops. The rules state the gold piece limit of communities. By simply saying that no community in your campaign has a gp limit higher than 1800 gp, you rule communities that sell magic arms and armor (since those start at 2000 gp).
Thanks, this is just what I need. This will make things a lot easier. Cool.
As for the GP Limit for settlements, I use that. The campaign takes place in a very remote, rural part of the world. Everyone likes the wilderness adventures and exploring, but the same pair grumble about the small villages and hamlets.
However, the variant creation rules will be well used. The other players will love them.