![]() ![]() ![]() Other buffs might be ruled on a case-to-case basis. In terms of rulings: I would probably rule that guidance does not apply to the Charisma (Persuasion) check in question, since it has 1 minute duration and this check's scope covers a full week of schmoozing and haggling. Probably let them dedicate 1 week to buy as much mundane equipment (maybe including generic potions of healing, since they appear on the table in the PHB) as they want with no checks required. *Halved for a consumable item like a potion or scrollīasically, what you'd do is assign characters x number of downtime weeks and y budget on top of their starting equipment, then make them roll for what they find and the asking prices. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary. If the characters seek a specific magic item, first decide if it’s an item you want to allow in your game. You have final say in determining which items are for sale and their final price, no matter what the tables say. Halve the price of any consumable item, such as a potion or a scroll, when using the table to determine an asking price. Using the Magic Item Price table, you then assign prices to the available items, based on their rarity. Furthermore, you can double magic item costs in low magic campaigns. As a further option to reflect the availability of items in your campaign, you can apply a −10 penalty for low magic campaigns or a +10 bonus for high magic campaigns. Or you can roll for items from any table associated with a lower total on the Buying Magic Items table. The monetary cost includes a wealthy lifestyle, for a buyer must impress potential business partners.Īs shown on the Buying Magic Items table, the total of the check dictates which table in the Dungeon Master’s Guide to roll on to determine which items are on the market. The character gains a +1 bonus on the check for every workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10. A character seeking to buy a magic item makes a Charisma (Persuasion) check to determine the quality of the seller found. Spending more time and money increases your chance of finding a high-quality item. Finding magic items to purchase requires at least one workweek of effort and 100 gp in expenses. Even then, there is no guarantee a seller will have the items a character desires. Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Otherwise this of course wouldn't really work or at least it would place a lot of strain on the player to keep their metagame information apart from their in-character information.I like this a lot, and the Study action is one of the things from 1DND that I do like for precisely this reason. Of course, I do let a sufficiently high roll gain basically all the information.Īnd of course, I basically don't use Monster Manuals I mostly use variants from older editions. Of course, I do let the character determine a bit of what the information the character has is a Wizard might be more interested in target's saves and spellcasting ability while a Fighter might have more knowldge of their physical resistances and weaknesses, speed, AC, etc. ![]() ![]() very simple, straightforward and sensible. But it does make adjudicating familiarity, awareness of strengths and weaknesses, etc. And of course, most people who have Arcana probably have a slew of other Int-skills anyways since they're probably typically Int-classed. The one thing I'm not happy with is how strong Arcana is under this setup (it already works on magic traps and such in addition to the spells themselves), but I find that's an innate artifact of Planes not having a separate Int-skill. This gives me easy ways to adjudicate by the dice as to whether a character is familiar with X and exactly how familiar, and when characters encounter X, the whole party becomes more familiar with things they've encountered or studied on screen. Nature for beasts, some humanoids, some monstrosities, giants Arcana for aberrations, fiends, dragons, celestials, golems, some monstrosities, undead Religion for celestials, fiends, undead History for humanoids, some giants. That's why I always make use of Int: X checks when characters first face something. ![]()
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