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The Magic-Walmart myth
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<blockquote data-quote="Treebore" data-source="post: 3606318" data-attributes="member: 10177"><p>I don't stock stores with anything except potions of healing and eve those I limit to 2d6 in any given month.</p><p></p><p>How I determine if anything the PC's want to buy is availabe is simple. They tell me what they are looking for and I determine a percentage chance of it being available. Somewhere bewtween 1% for very powerful items, like Staff of Power, +5 Full Plate, etc... to 25% chance for various potions, low level scrolls.</p><p></p><p>If the charactrer wants something badly enough to travel around from city to city to find something then that is what we do, rolling percentiles until he gets it.</p><p></p><p>Usually players won't do that, but I have had a few.</p><p></p><p>Plus, if it is something I don't want the players to have yet, the chance of finding it for sale is always zero. Not that I tell them that.</p><p></p><p>As for selling their stuff. There has to be places where you can off load such stuff. Not only is it inherent to the rules themselves, but it just makes sense. Unless of course your adventurers are the only ones adventuring, and the only ones who are wealthy enough to afford to buy such items.</p><p></p><p>The rest of the world is just a bunch of boring smucks waiting around for the adventurers to show up and make their lives exciting. </p><p></p><p>Thats not my kind of world. I try to make mine as living and viable as possible. I have used Expeditious Retreats and Gary Gygax's World Builder books to flesh out my world economy in broad brushstrokes, and in a few cases down to specific lands/manors/towns, so that I can "wing it" with enough accuracy to work within the economics structural boundaries I have worked out.</p><p></p><p>So I have "magic shops", which are usually temples, but they certainly aren't like Walmart.</p></blockquote><p></p>
[QUOTE="Treebore, post: 3606318, member: 10177"] I don't stock stores with anything except potions of healing and eve those I limit to 2d6 in any given month. How I determine if anything the PC's want to buy is availabe is simple. They tell me what they are looking for and I determine a percentage chance of it being available. Somewhere bewtween 1% for very powerful items, like Staff of Power, +5 Full Plate, etc... to 25% chance for various potions, low level scrolls. If the charactrer wants something badly enough to travel around from city to city to find something then that is what we do, rolling percentiles until he gets it. Usually players won't do that, but I have had a few. Plus, if it is something I don't want the players to have yet, the chance of finding it for sale is always zero. Not that I tell them that. As for selling their stuff. There has to be places where you can off load such stuff. Not only is it inherent to the rules themselves, but it just makes sense. Unless of course your adventurers are the only ones adventuring, and the only ones who are wealthy enough to afford to buy such items. The rest of the world is just a bunch of boring smucks waiting around for the adventurers to show up and make their lives exciting. Thats not my kind of world. I try to make mine as living and viable as possible. I have used Expeditious Retreats and Gary Gygax's World Builder books to flesh out my world economy in broad brushstrokes, and in a few cases down to specific lands/manors/towns, so that I can "wing it" with enough accuracy to work within the economics structural boundaries I have worked out. So I have "magic shops", which are usually temples, but they certainly aren't like Walmart. [/QUOTE]
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