DM's - Question about a pc purchasing items.


3.5/d20/OGL


I'm an amateur in DM'ing and I was wondering what would be a cut off for a pc to be able to purchase something? What I mean is if a pc is in a few first levels, I don't think they should be able to purchase a +4 weapon or receive one. Is there a chart out there that could help as a guide? I would like to sell something or give something that would be reasonable for a pc, but not something that would be to powerful for the group. Because then the group would go through the adventure with breeze.

Ganzalas


Ganzalas wrote:

I'm an amateur in DM'ing and I was wondering what would be a cut off for a pc to be able to purchase something? What I mean is if a pc is in a few first levels, I don't think they should be able to purchase a +4 weapon or receive one. Is there a chart out there that could help as a guide? I would like to sell something or give something that would be reasonable for a pc, but not something that would be to powerful for the group. Because then the group would go through the adventure with breeze.

Ganzalas

I'm a veteran DM and can answer those questions for you, right out of the DMG 3.5;

Table 5-1 on p.135 of the DMG shows the average character wealth per level; of course, this is subject to your world and game, but it's a guideline. At 3rd level, each character should average around 2,700 gold pieces, TOTAL, of wealth and magic items; usually, this would be perhaps a +1 item and some potions or scrolls.

Table 5-2 on p.137 of the DMG shows how to generate towns and the relative wealth of those settlements; the 'GP Limit" column shows the approximate value of the most expensive single item that can be purchased in this settlement. Note that, based on the value of a +4 magic item, such an item would be available for sale in only the largest cities, where the highest level characters operate and would sell such an item in the first place.

You can also look up how much treasure to award the party following an encounter, based on the encounter's Challenge Rating (CR) and the party's level; if your 1st level character is asking to buy magic items that are priced far out of reach normally, then you need to look at how much wealth the party is acquiring and how fast - I sense a need for adjustment here...

Too much wealth can disrupt your game very quickly; keep in mind that the magic item list represents what is available to everyone at every level, not just characters starting out. Also note that most powerful magic items are owned by the NPC or character that either created the item himself or hired someone to create it for him - in both cases, acquiring the item would involve either offering far too much cash than your player has, or defeating him...also very unlikely. Most magic items in the game will enter the "open market" due to the death of the previous owner - remind your players that powerful items tend to attract just the type of creatures who are willing to kill for them.

The last thing that your player would want is to buy a +4 sword, just to get beaten up and have it stolen by a passing 12th level fighter who liked the way it was shining in the sun...he'd be lucky if the new owner didn't test it on him!

Good luck; in time, you'll read the DMG enough times to memorize where everything is, right down to the page number..! :-)

M


"The last thing that your player would want is to buy a +4 sword, just to get beaten up and have it stolen by a passing 12th level fighter who liked the way it was shining in the sun...he'd be lucky if the new owner didn't test it on him!"

Perfect summation. You can watch any number of movies where such a scenario happens. Lets use my favourite, In Conan the Barbarian, Conan's father pours his lifetimes worth of skill and art (the secret of steel) to craft a superb blade. Not long after, a stygian sorcerer and his vanir henchmen ride overn the village and destroy it just to get the sword.

Years later, Conan happens upon an Atlantean greatsword in a lost tomb. Eventually, he faces his fathers sword in battle and shatters it. Point is, conan was only able to have a sword of power when he had acquired the necessary skills to keep it.


Generally, as a long time DM, players can't purchase most magic items in my campaign. Some simple scrolls and potions, and maybe some low level wondrous items.

There probably is no store open that just sells magic items. Anything good costs a lot of money and xp, and why spend that to sell when you can use it yourself. To me it seems like the special part of getting a +4 sword or what not is liberating it from a villain or horde.

Nonetheless, giving PCs an item is really a quetions of game balance, and their is no real formula. You just need to consider how your normal combat or adventure situation is handled, and add the powers of the item in question to the mix.


Additionally, I should add that the prices of the items are not given neccesarily because they are available to bought at that price.

If you have a chance to buy it or sell it, and need a guideline, ro if you need it for the gp formula in making itmes, its there.

Contributor

My fingers were itching to type a reply and then I scrolled down and read Marc's post... I couldn't have said it better. Play by the guidelines suggested and you'll have a very enjoyable and balanced game.

I don't agree with Luke's statement of there not being a "formula" to maintain a balanced gamed since the DMG contains that formula to the letter (as pointed out in Marc's post). But, then that may not be entirely what Luke meant. As a novice DM, follow Marc's suggestions and you won't go wrong.


Purchasing an item is the same as saying that a wizard for hire lives in a town and he's willing to make something for you.

Seen in that way, its easy to put roleplaying limits on available items. The available Wizards may not know the necessary spells, or may not be able or willing to blow the XP to make a particularly costly item. This can lead to adventures where the party looks for spells or components that reduce the XP cost of an item (known as power components in several WotC books).

Items under 2K should be easy to acquire, as we can all see why a Wizard would make a small item for some quick cash, but powerful items should be difficult to acquire as thieves and groups interested in power (governments, cults, guilds, etc) would confiscate or steal anything powerful hitting the open market.

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