Okay, I know people are on both sides of the fence when it comes to this, so I am trying to reach a certain compromise to it. A very rough draft that I would like to see some thoughts about this being put to use. Good, Bad, or Ugly I welcome. I came up with this after reading Red Brick's Earthdawn players Guide. I added my own to it and thought it might be doable.
So thoughts on GM's POV for using it? Thoughts on PCs having to use it? Thoughts on if the values in the charts make sense?
Magic Item Shops
Scrolls, wands, and potions are sold as normal per the core rulebook for availability in towns.
Magic Weapons +1 thru +5 with no special abilities sold as scrolls, wands, and potions.
Magic Armor +1 thru +5 with no special abilities sold as scrolls, wands, and potions.
Ring of Protection +1 thru +5 with no special abilities sold as S, W, and P.
Cloak of Resistance +1 thru +5 with no special abilities sold as S, W, and P.
Skill Items +1 thru +5 with no special abilities sold as S, W, and P.
Spell Enchancers +1 DC to a specific school or +2 DC to a specific school sold as 3000 gp and 12,000 gp.
Purchasing Goods ( borrowed Red Brick’s chart from Earthdawn Players Guide p.240) I added more to what they originally created.
DC 10 for everyday items including Masterworked quality. Caster Level available 1-2. One check per hour that takes 10 minutes to complete during that hour.
DC 15 for average items including +1 items. Caster Level available 3-5. One check per 2 hours that takes 30 minutes to complete during that hour.
DC 20 for unusual items including +2 items. Caster level available 6-8. One check per 6 hours that takes 1 hour during that time to complete.
DC 25 for rare items including +3 items. Caster Level available 9-11. One check per 2 days that takes 4 hours during that time to complete.
DC 30 for very rare items including +4 items. Caster level available 12-14. One check per 4 days that takes 8 hours during that time to complete.
DC 35 for obscure items including +5 items. Caster level available 15-17. One check per week that takes 2 days’ worth of time to complete.
DC 40 for unique items which includes everything beyond +5 items. Caster level available 18-20. One check per month that takes 1 week to complete during that time.
Magic items sold at 50%, mundane items sold at 25%, magic items sold with special abilities at 60-70%.
Unique items modifiers +10, +20, or +30%. Economic modifiers due to supply and demand + or – 10%, 20%, or 30%.
Silver- everyday item
Cold Iron and Darkwood- average
Adamantine - Rare.
Special Abilities and Tailored made items
Players are able to seek out crafters if they successfully use diplomacy to find crafters that are able to create special or unique items provided the players have the resources and time to allow for such. Bluff, Intimidation may also be used, but they will raise the DC by +5. Failed attempts using Bluff and Intimidate will create an unfavorable outcome that the player and GM will have to role-play out during game time. The salesperson will also not sale to the PC for a certain period of time that the GM will deem plausible to the NPCs reactions to the PC’s failed attempt. Other measures may be taken to correct the failed attempt, but the GM will make the final call to these attempts.