#1
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PF: Wand availability
The rules on settlements say that any item below the settlement's base value can be obtained with 75% probability 'with little effort', but of magic items more expensive than that there is usually only a very small number to be found. What I feel is that this is a quite coarse distinction (below base value: almost everything available, above base value: almost nothing available) and in general I would like to have less availability for cheaper magic items like 1st level wands. My question is, does someone have a suggestion for a house rule that helps here? Preferably something that is successfully play-tested. |
#2
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In games where I don't want magic shops, I predetermine a small list of magic items in every city; where they are, cost or quest, etc. More work, but it's flavorful and often puts in entertaining "side quests."
In games where I am fine with magic shops, I use DMG rules.
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#3
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I usually do it so that things that are below 25% of a settlement's base value, at least 1 is available unless extenuating circumstances apply. For stuff that is half of the base value about 75% chance that at least one is available with a limit of the settlement's base value in total items. Items that are 75% of the base value have about a 50% chance of being available.
100% - 25% availability 125% - 12% availability 150% - 6% availability etc - each 25% increase in value halves the chance that something is available to be bought. The odds become very small very quickly, but sometimes players do find a Matisse in the attic. A few years ago, a player randomly found an artifact in a small village. That kicked off several years of adventures that we just wrapped up last summer. I hadn't planned that in advance, but it worked out nicely.
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#4
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Quote:
Quote:
availability = 20% * (settlement base value) / (item value)would already do. Maybe I will go with a combination of both ideas. Chance of availability by dice roll for player-specified items plus some DM-chosen items being on sale. What I wonder is whether it would make sense to increase probability is case the PC is willing to pay a premium. What rule would make sense for that? |
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