| Rickmeister |
Hey you guys, some help here.
I am a bit unclear about these rules of magic item shops and selling. I figured it was just a way to sell the magical items they found in their exploring in a way to generate more income.
But reading the forum (i am quite new here) and the one about high loyalty, i fear i may have forgotten a rule?
My players have a "minor magic item" shop-thingamajig, but what do they have to do now (every month)? If they don't like it, sell it again? And what can they get out of it?
Consider me confused and ashamed :(
Thanks for the help.
(And I have an in-game idea why they haven't been able to do that before, so don't worry about that ^^)
| Archmage_Atrus |
If your town has a magic item slot that is vacant, then on your next Upkeep phase, you generate a new minor magic item to fill that slot. (You do this using the regular treasure generation random tables in the Core rulebook.)
Then on your next Income phase you can roll an Economy check to see if it sells - assuming your rulers want to sell it of course. For a minor item, the check is DC 20. If the item sells in this fashion, (and the item is worth 4,000 gp or more), then their kingdom gains 2 BP. If it doesn't sell, then the item remains in the slot, taking up space. (If it does sell but the item is worth less than 4,000, they gain no BP.)
If the PCs are the ones that buy the item, they gain no BP, but can now use the item.
PCs cannot sell the items that they own via their magic item slots. The magic item slots are abstractions of the magic item economy as a whole.
Edit: Also, you can only attempt to sell one item for every city district you have. While this wasn't explicitly laid out in the rules, it's seemed pretty obvious to everyone I've seen that the intent was that the magic item you are trying to sell also reside in that district. In other words, if you have three city districts, but only one of them has three magic item slots, you still can only sell one magic item.
(Basically, any time that anything the PCs are doing has a direct translation to the Kingmaker rules - by which I mean you're giving them some kind of 1:1 correlation - you should take pause because you're doing it wrong. But that's a different matter for a different topic.)
Shieldknight
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SO, based on what you posted
(If it does sell but the item is worth less than 4,000, they gain no BP.)
, can they sell items less than 4,000gp during the "Sell Valuable Items" Step of the Income Phase? I always understood that they couldn't sell anything during this step that was less than 4,000gp. If they can, that would completely change how my kingdom building has been going.
jtokay
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SO, based on what you postedArchmage_Artus wrote:(If it does sell but the item is worth less than 4,000, they gain no BP.), can they sell items less than 4,000gp during the "Sell Valuable Items" Step of the Income Phase? I always understood that they couldn't sell anything during this step that was less than 4,000gp. If they can, that would completely change how my kingdom building has been going.
There has been a lot of discussion about this up in yonder Kingdom Building thread. What it all boiled down to, as far as I could make out, was just what Archmage_Atrus said—you sell the item (thus freeing up the slot), but gain no benefit (either kingdom or monetary) for it. Basically, you just make the check to empty the slot.
Bruno Kristensen
|
Yes, the magic items are generated off the tables in the Magic Item section of the Core Rules (sorry, don't have the book in front of me, so no page number).
Please remember that the PCs don't own those items...they could certainly take them by force, but that'd lead to unrest and dire consequences pretty quickly. Unless the players buy the item, it just sits (or gets sold in the Income phase).
Shieldknight
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I read it again,and it says "Fill vacant magic item slots".. So how do I roll this? Is this in the DM part of the book?
Help would be appreciated, that way I can inform my players of the good news :D
If you have the Game Mastery Guide, there are some good random item tables there. Starting on page 118. You will need to use the table from the Core book to start with though. That can be found on page 461 of the Core book.
You could also try the Archives of Nehtys Random Item generator. I can't find it at the moment, but if you do a search for it, you should find it.
Shieldknight
|
So, if i get this right, this means that they can just sit tight for a few years, and have a b*ttload of items?
Doesn't seem very right to me :-/
And can anyone link me to the other Kingdom Building Thread. Think I might have missed it?
You can always have NPCs buy the items if the PCs don't. Then it may come back to haunt them. :-) *Insert evil laugh here*
jtokay
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So, if i get this right, this means that they can just sit tight for a few years, and have a b*ttload of items?
Not sure if understanding the question.
The items that are generated in the city are limited by the buildings that are in the city. Thus, there are an extremely limited number of minor, medium, and major item “slots” where magic items can be generated during each Upkeep Phase, determined by what buildings there are that have opened the slots.
Now, the PCs can choose to purchase these items, with their own gold, before the Income Phase, or they can choose to let the kingdom economy do its thing. Of course, if they wanted something with their own gold that bad, they could have just shopped for it on their own before that, or even sent away for it.
Then, during the Income Phase, you can attempt to sell ONE item PER DISTRICT. If successful, and the item is over 4,000 gold, it grants 2/8/15 BP (based on the kind of item—minor, medium, or major), otherwise (if successful), it just opens up the slot to be filled during the next Upkeep Phase and grants 0 BP.
If the item is sold in this fashion, the item essentially “poofs.” The PCs do not get it. In-game, what happened is some richy-rich came in and bought it (or had someone come in and buy it for him/her). It was such a big to-do that it had an actual impact on your economy. Think of bringing the Superbowl to your town (or even a big college game day), how the shops and the hotels and the tourist areas all benefit. That’s how having such a valuable item produced and sold impacts your economy as a whole (to varying scales, of course).
Shieldknight
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I have not allowed my players to sell items less than 4k gp, but they could buy them with their own money or sell them in groups of 4k gp during the first step of the Income phase. Now that they have gone through a couple of years of kingdom building, I am going to add a traveling merchant who buys magic items. Not sure how many the traveling merchant will buy, but I'm thinking two per district every time he/she is in town. With the traveling merchant traveling through town on a regular basis. At least twice a year, but maybe 4 times a year.
What do you guys think? Or should I begin allowing the players a chance to sell the items without gaining the BP?
| Rickmeister |
Now, the PCs can choose to purchase these items, with their own gold, before the Income Phase, or they can choose to let the kingdom economy do its thing. Of course, if they wanted something with their own gold that bad, they could have just shopped for it on their own before that, or even sent away for it.
Oh good!! I (very wrongly) thought the pc's could just "take" the item, and be done with it. It indeed makes a lot more sense (stupid Rick) that they either buy it with their own money, or have the kingdom 'get rid of it' through commerce.
Thanks a lot for your help people, I owe you big-time :D
I was thinking about this:
My baron has married a southern desert-woman, and even paid about 2k in gold as a dowry so they will start opening trade to The Kingdom.
Explanation why they can now sell items
° Brevoy had no need for small, inferior items. They have plenty of magae of their own.
° The South has a limited supply, and these "exotic" (northern) items are quite to the liking of the horselords there.
I think this might even encourage the PC's to start exploring/building roads south through the Greenbelt again, since they are kind of in a standstill due partially to low income (and a wicked case of the Gyronna cultists)
jtokay
|
I have not allowed my players to sell items less than 4k gp, but they could buy them with their own money or sell them in groups of 4k gp during the first step of the Income phase. Now that they have gone through a couple of years of kingdom building, I am going to add a traveling merchant who buys magic items. Not sure how many the traveling merchant will buy, but I'm thinking two per district every time he/she is in town. With the traveling merchant traveling through town on a regular basis. At least twice a year, but maybe 4 times a year.
What do you guys think? Or should I begin allowing the players a chance to sell the items without gaining the BP?
Honestly, I don’t think it hurts anything to allow them to let the cheap items go with successful rolls. I let my PCs sell as many cheap-o’s as they want during Income Phase for 0 BP. What are the potential consequences? You empty all your slots, and either 1) They fill up with cheapos that they want to buy; or 2) They fill up with 4k+ items.
In the first instance, it’s no big deal, since they could be specifically shopping for that item/those items anyway, or sending away for them. They buy them up with their own money, they empty the slots themselves, and effectively start back at the same place next month.
In the second instance, you’re still limited to selling (through Economy check) one +BP item per month, so that, too, doesn’t seem like a big deal. I suppose you could argue that by having more of a turnover of items (cheap through, and more re-rolls) that you’d have a greater probability of having a nice item appear to sell, but…would it be enough to “break” the game? Really? More than any other system or shenanigan of buildings per districts or whatnot? Seems like a low-risk proposition to me--especially since we’re only talking about items that are most likely to show up on minor slots.