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Selling spells = broken?
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<blockquote data-quote="aboyd" data-source="post: 4915868" data-attributes="member: 44797"><p>Thank you all sooooo much. I heavily modified what I'm about to show you. Initially, the DCs were all about 10 lower. However, after reading here about how difficult it should be to sell spells, I went with this revision. Essentially, perform a Gather Information check, with the following outcome:</p><p></p><p>[code]DC Result</p><p>15 no spell sold but you got a good lead; you may add 2 to your next check</p><p>20 someone wants your level 0 spell</p><p>25 someone wants your level 1 spell</p><p>30 someone wants your level 2 spell</p><p>34 someone wants your level 3 spell</p><p>38 someone wants your level 4 spell</p><p>42 someone wants your level 5 spell</p><p>45 someone wants your level 6 spell</p><p>48 someone wants your level 7 spell</p><p>51 someone wants your level 8 spell[/code]</p><p></p><p>I added all sorts of rules around that table. For example, PCs sell spells for half price, just like everything else in the Equipment section of the PHB. Also, you must pre-select spells to sell each day, and they must be of the school/sub-school Abjuration, Divination, Transmutation, or Healing. They can't have a range of personal, can't have an area of effect that is an emanation centered on the caster, and can't have a duration measured in rounds (so for example, nobody will buy a Haste spell, even though it's in the Transmutation school).</p><p></p><p>Doing this forces a couple things. First, it forces the spell caster to <em>not</em> assemble a combat spell list, pretending he could sell Seeking Rays or something. Thus, if something were to come up, the spell caster would have a mostly peaceful list of spells, and be at a disadvantage. I want that to be part of the "price" for essentially becoming a merchant. But the second thing it does is help emulate a more complicated system I initially created. By that I mean, I originally had a system where extra rolls would mean you found someone who wants a spell, but you don't have that spell yet, so they must come back tomorrow. But then I got into trouble with Sorcerers who will never <em>have access</em> to alternate spells on different days, and so I had exceptions going, and with all the extra rolls, it got ugly. Thus, in the end, it's just a question of "did your commonly purchased spell sell or not?"</p><p></p><p>Although the DCs are high, a 1st level spell caster with <em>no</em> points in Gather Information will likely still sell a few zero level spells each week. Thus, he or she would earn about 7 or 8 gold a week, which is more than most professions. The guy playing the 6th level cleric in my game can already hit DCs in the 30s. I allow the Divine Insight spell from the SpC, plus I allow Aid Another, a +2 bonus if you are of "Great Renown" (similar to the Leadership feat bonus), and I even allow an all-day Perform (Act/Oratory/Sing) to override the Gather Info d20 rolls if desired. I particularly like that last one as it encourages teamwork, and it promotes something like the "snake oil selling charlatans" from Puff the Magic Dragon, if you saw that movie.</p><p></p><p>Doing the Perform check doesn't mean the spell caster no longer needs to do the Gather Info checks. It just means the Perform score overrides the Gather Info d20 roll. The 1d4 +1 roll, which determines how many hours the Gather Info takes, still applies. Thus a Perform can still only net a spell caster maybe 3 to 5 chances to sell a spell per day. I only allow 14 hours worth of Gather Info checks per day.</p><p></p><p>I figure if he really tries, he will probably make 75 gold a day, or about 1050 gold by the time the players rejoin him in 2 weeks. That's enough to be worth it, but not so much that anyone will say, "We stop adventuring and just sell spells for a year."</p><p></p><p>There are a bunch of other modifiers that a player can opt for, but I don't want to bore you with details. Thanks so much everyone.</p></blockquote><p></p>
[QUOTE="aboyd, post: 4915868, member: 44797"] Thank you all sooooo much. I heavily modified what I'm about to show you. Initially, the DCs were all about 10 lower. However, after reading here about how difficult it should be to sell spells, I went with this revision. Essentially, perform a Gather Information check, with the following outcome: [code]DC Result 15 no spell sold but you got a good lead; you may add 2 to your next check 20 someone wants your level 0 spell 25 someone wants your level 1 spell 30 someone wants your level 2 spell 34 someone wants your level 3 spell 38 someone wants your level 4 spell 42 someone wants your level 5 spell 45 someone wants your level 6 spell 48 someone wants your level 7 spell 51 someone wants your level 8 spell[/code] I added all sorts of rules around that table. For example, PCs sell spells for half price, just like everything else in the Equipment section of the PHB. Also, you must pre-select spells to sell each day, and they must be of the school/sub-school Abjuration, Divination, Transmutation, or Healing. They can't have a range of personal, can't have an area of effect that is an emanation centered on the caster, and can't have a duration measured in rounds (so for example, nobody will buy a Haste spell, even though it's in the Transmutation school). Doing this forces a couple things. First, it forces the spell caster to [i]not[/i] assemble a combat spell list, pretending he could sell Seeking Rays or something. Thus, if something were to come up, the spell caster would have a mostly peaceful list of spells, and be at a disadvantage. I want that to be part of the "price" for essentially becoming a merchant. But the second thing it does is help emulate a more complicated system I initially created. By that I mean, I originally had a system where extra rolls would mean you found someone who wants a spell, but you don't have that spell yet, so they must come back tomorrow. But then I got into trouble with Sorcerers who will never [i]have access[/i] to alternate spells on different days, and so I had exceptions going, and with all the extra rolls, it got ugly. Thus, in the end, it's just a question of "did your commonly purchased spell sell or not?" Although the DCs are high, a 1st level spell caster with [i]no[/i] points in Gather Information will likely still sell a few zero level spells each week. Thus, he or she would earn about 7 or 8 gold a week, which is more than most professions. The guy playing the 6th level cleric in my game can already hit DCs in the 30s. I allow the Divine Insight spell from the SpC, plus I allow Aid Another, a +2 bonus if you are of "Great Renown" (similar to the Leadership feat bonus), and I even allow an all-day Perform (Act/Oratory/Sing) to override the Gather Info d20 rolls if desired. I particularly like that last one as it encourages teamwork, and it promotes something like the "snake oil selling charlatans" from Puff the Magic Dragon, if you saw that movie. Doing the Perform check doesn't mean the spell caster no longer needs to do the Gather Info checks. It just means the Perform score overrides the Gather Info d20 roll. The 1d4 +1 roll, which determines how many hours the Gather Info takes, still applies. Thus a Perform can still only net a spell caster maybe 3 to 5 chances to sell a spell per day. I only allow 14 hours worth of Gather Info checks per day. I figure if he really tries, he will probably make 75 gold a day, or about 1050 gold by the time the players rejoin him in 2 weeks. That's enough to be worth it, but not so much that anyone will say, "We stop adventuring and just sell spells for a year." There are a bunch of other modifiers that a player can opt for, but I don't want to bore you with details. Thanks so much everyone. [/QUOTE]
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