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<blockquote data-quote="Treebore" data-source="post: 3377037" data-attributes="member: 10177"><p>I base it on a percentile chance of availability, plus GP value of the town in the DMG, and if I even want the party to be able to get it this way.</p><p></p><p>If its a really powerful item (based on your perception as the DM) and I am OK with them buying it I'll give a 1% chance of it being there. I even make the player roll the chance, in front of everyone.</p><p></p><p>Things like various potions of healing and low level scrolls I roll a d4, d10, 2d6, etc... to determine how many are currently available in the town. Again determined by what range I think I'll be happy with them obtaining.</p><p></p><p>Other magic items that are of an OK power level for me I'll give a 5 to 10% chance based on the town/city.</p><p></p><p>In the crossroads town like your talking I would go with 5%, to represent the highly mobile nature of the products going through the place. A large but stable market in a city is where I would give the 10%.</p><p></p><p>Irregardless, they don't get to roll unless I agree there is a chance to begin with. So if I don't want them to be able to buy it, they won't find it. IE DM always has ultimate control of such things.</p></blockquote><p></p>
[QUOTE="Treebore, post: 3377037, member: 10177"] I base it on a percentile chance of availability, plus GP value of the town in the DMG, and if I even want the party to be able to get it this way. If its a really powerful item (based on your perception as the DM) and I am OK with them buying it I'll give a 1% chance of it being there. I even make the player roll the chance, in front of everyone. Things like various potions of healing and low level scrolls I roll a d4, d10, 2d6, etc... to determine how many are currently available in the town. Again determined by what range I think I'll be happy with them obtaining. Other magic items that are of an OK power level for me I'll give a 5 to 10% chance based on the town/city. In the crossroads town like your talking I would go with 5%, to represent the highly mobile nature of the products going through the place. A large but stable market in a city is where I would give the 10%. Irregardless, they don't get to roll unless I agree there is a chance to begin with. So if I don't want them to be able to buy it, they won't find it. IE DM always has ultimate control of such things. [/QUOTE]
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