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What Items Can a PC Purchase?
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<blockquote data-quote="Li Shenron" data-source="post: 3295140" data-attributes="member: 1465"><p>I use the semi-random item lists way, except that I don't typically roll a list everytime, but instead either I make up a list myself without rolling (if I expect the party to go shopping) or if I am caught unprepared I ask them what they're looking for and roll their chance on the spot.</p><p></p><p>I also use a sort of reference table with rarities of different items, that the players can read to get a general view of what is available and how. This is a short breakdown of my rarities:</p><p></p><p>A "common" item is something that they can generally go & find on sale in the appropriate shop, unless they're in an unsuitable area (e.g. a very small village) or under special circumstances (e.g. shortage of steel). They are usually "on the shelf" because they're cheap and needed enough that they can be sold easily.</p><p>Examples: any mundane tool, almost all PHB weapons and shields, popular MW swords, cheap healing magic potions (e.g. Cure Wounds, Remove Disease), some alchemical items (antitoxin, tindertwig, smokestick, acid)</p><p></p><p>An "uncommon" item is something whose craft is common knowledge but it isn't cheap or needed enough to be on sale all the time, hence you're either lucky or you have to wait some days before it's crafted for you.</p><p>Examples: masterwork weapons and shields (every blacksmith can make masterwork weapons, but with so many weapons possible and few customers, it may be hard to find a MW ranseur on the shelf for example), and all armors (just because they need to be tailor-made), cantrips scrolls</p><p></p><p>A "rare" item requires to find someone who holds the specific knowledge to make it and that means some little effort, anything between a Gather Info check to a quest, depending on how powerful the item is.</p><p>Examples: basically everything magic except basic healing potions, plus certain weapons (double weapons, repeating crossbows), special materials (mithral, adamantine) and some alchemical substances (tanglefoot bags).</p><p>Note that rare items can be uncommon or even common is certain locations or among a specific race.</p><p></p><p>An "unavailable" item is something that it is not known how to make it, or if someone knows how to make it. This is just a way to control the availability of certain magic or special items that I may have problems with (such an Animated Shield or a Mercurial Greatsword <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ). It doesn't mean it's completely banned, because usually I let the PC have *anything* from allowed books as long as it is chosen at character creation (they can make up their story about where the item comes from), and because their characters can always find a way to learn making the item themselves, although gathering the knowledge is not the same as just meeting the prerequisites.</p><p></p><p>The above may seem like a strict rule, but in practice it really isn't, it's just a way to tell the players that I will keep control on what they can buy.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3295140, member: 1465"] I use the semi-random item lists way, except that I don't typically roll a list everytime, but instead either I make up a list myself without rolling (if I expect the party to go shopping) or if I am caught unprepared I ask them what they're looking for and roll their chance on the spot. I also use a sort of reference table with rarities of different items, that the players can read to get a general view of what is available and how. This is a short breakdown of my rarities: A "common" item is something that they can generally go & find on sale in the appropriate shop, unless they're in an unsuitable area (e.g. a very small village) or under special circumstances (e.g. shortage of steel). They are usually "on the shelf" because they're cheap and needed enough that they can be sold easily. Examples: any mundane tool, almost all PHB weapons and shields, popular MW swords, cheap healing magic potions (e.g. Cure Wounds, Remove Disease), some alchemical items (antitoxin, tindertwig, smokestick, acid) An "uncommon" item is something whose craft is common knowledge but it isn't cheap or needed enough to be on sale all the time, hence you're either lucky or you have to wait some days before it's crafted for you. Examples: masterwork weapons and shields (every blacksmith can make masterwork weapons, but with so many weapons possible and few customers, it may be hard to find a MW ranseur on the shelf for example), and all armors (just because they need to be tailor-made), cantrips scrolls A "rare" item requires to find someone who holds the specific knowledge to make it and that means some little effort, anything between a Gather Info check to a quest, depending on how powerful the item is. Examples: basically everything magic except basic healing potions, plus certain weapons (double weapons, repeating crossbows), special materials (mithral, adamantine) and some alchemical substances (tanglefoot bags). Note that rare items can be uncommon or even common is certain locations or among a specific race. An "unavailable" item is something that it is not known how to make it, or if someone knows how to make it. This is just a way to control the availability of certain magic or special items that I may have problems with (such an Animated Shield or a Mercurial Greatsword :p ). It doesn't mean it's completely banned, because usually I let the PC have *anything* from allowed books as long as it is chosen at character creation (they can make up their story about where the item comes from), and because their characters can always find a way to learn making the item themselves, although gathering the knowledge is not the same as just meeting the prerequisites. The above may seem like a strict rule, but in practice it really isn't, it's just a way to tell the players that I will keep control on what they can buy. [/QUOTE]
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