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Seravin's Tales of the Night Below (Two Updates this Week - 07/24/07)
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<blockquote data-quote="Seravin" data-source="post: 2723164" data-attributes="member: 6783"><p>Tenth level is when I think the players begin to start becoming movers and shakers. Now they can begin travelling where they will - or at least know about. </p><p>Further they have the cash to start buying what they like; though keeping the treasure the same in this module certainly help in that regard. After selling items and buying what they want, the group was still able to easily meet the extortionate 75,000gp. Which was calculated by figuring what they taken from the Blue Diamond earlier and then tripling it.</p><p></p><p>The problem for me was that I had always envisioned my world as relatively low magic. I didn't want magic to be pervasive. In retrospect I wanted a magic level similar to Eberron's; where low level magic was available but the high level stuff was rare at best. At the same time the party had tons of cash to blow and tons of low level magic items that they weren't going to use. I decided to throw some of my preconceptions out the window.</p><p></p><p>To appease myself though, I settled on a new purchasing scheme. I told the players that Gather Information was their friend. If they wanted to find an item, they just had to make a Gather Info check vs. a DC equal to 20 +1/1,000gp value of the item. They could take 20, but it would take them 20 days. Alternatively they could always commision an item, but they would have to find a willing and available crafter with similar rules.</p><p></p><p>I would later alter the rules somewhat to favor clerics and wizards within their own organizations. A Knowledge Arcana or Knowlege Religion check would substitute for a Gather Info check within the appropriate ogranization to find a crafter. I wouldn't make that change until much later - when I realized that the party thief had better contacts in the church and Library then the actual members.</p><p>For awhile I also tried to limit who would talk to Kestral, but in retrospect that was probably a mistake.</p><p></p><p>I'll note that by this time Kestral has a Gather Info of around a 20. I don't have her character sheet from that time, but she maxed the skill, had a fair number of synergy bonuses and a decent charisma. She also used the little hand mirror every shopping day to get her Eagle's Splendor fix. tsk. </p><p></p><p>It was cake for her to find a Headband of Intellect +6 and the new rules didn't slow her down. In the end all it really did was allow her to shine in her medium and give me a rationale for when/where/how magic items appeared in the game. Not the best of rules, but an adequate compromise.</p></blockquote><p></p>
[QUOTE="Seravin, post: 2723164, member: 6783"] Tenth level is when I think the players begin to start becoming movers and shakers. Now they can begin travelling where they will - or at least know about. Further they have the cash to start buying what they like; though keeping the treasure the same in this module certainly help in that regard. After selling items and buying what they want, the group was still able to easily meet the extortionate 75,000gp. Which was calculated by figuring what they taken from the Blue Diamond earlier and then tripling it. The problem for me was that I had always envisioned my world as relatively low magic. I didn't want magic to be pervasive. In retrospect I wanted a magic level similar to Eberron's; where low level magic was available but the high level stuff was rare at best. At the same time the party had tons of cash to blow and tons of low level magic items that they weren't going to use. I decided to throw some of my preconceptions out the window. To appease myself though, I settled on a new purchasing scheme. I told the players that Gather Information was their friend. If they wanted to find an item, they just had to make a Gather Info check vs. a DC equal to 20 +1/1,000gp value of the item. They could take 20, but it would take them 20 days. Alternatively they could always commision an item, but they would have to find a willing and available crafter with similar rules. I would later alter the rules somewhat to favor clerics and wizards within their own organizations. A Knowledge Arcana or Knowlege Religion check would substitute for a Gather Info check within the appropriate ogranization to find a crafter. I wouldn't make that change until much later - when I realized that the party thief had better contacts in the church and Library then the actual members. For awhile I also tried to limit who would talk to Kestral, but in retrospect that was probably a mistake. I'll note that by this time Kestral has a Gather Info of around a 20. I don't have her character sheet from that time, but she maxed the skill, had a fair number of synergy bonuses and a decent charisma. She also used the little hand mirror every shopping day to get her Eagle's Splendor fix. tsk. It was cake for her to find a Headband of Intellect +6 and the new rules didn't slow her down. In the end all it really did was allow her to shine in her medium and give me a rationale for when/where/how magic items appeared in the game. Not the best of rules, but an adequate compromise. [/QUOTE]
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Seravin's Tales of the Night Below (Two Updates this Week - 07/24/07)
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