Minor, medium, major magic item (economy)


Kingmaker


Hey guys,

some questions arose last session and I'm interested to know what you think about it.

My players town of Northfield recently had a Caster's Tower built, and are now enjoying the splendour of having it generate medium magic items.

Question #1: The player that rolled for the random magic item rolled like 3 or 4 98+ after one another. This resulted in a massively good magical item.. I allowed them to sell it, and their high ECO means that it succeeded without problem.
Should I have stopped it?

This combined with other buildings means that right now, they have a lot of item generation...

Question #2:
With 7 minor items and 2 medium items, and more shops to come, this is becoming a head-ache for me as a DM... How do you do it? Keep generating?
Right now I'm using Nethys' generator, and have rolled 100 of each and printed it out, but what if the kingdom ends up with 25 minor, 12 medium and 7 major? Keep rolling?

Start throwing your 2 copper pieces! :D

Liberty's Edge

I definitely see how this can and will become a problem. Thankfully so far, I havne't had to deal with it (yet), but it's moving towards that eventuality.

Personally I only see the need to know what the item actually is - for purposes of a PC wanting it. Since all major items earn the same BP regardless of cost, it doesn't really matter what it is, other than that reason.

It may be easier to make a list of the few major items or minor items that the player want and then between games roll percent for each item giving it like 2% chance of it actually appearing. Keep rolling on each item till you succeed and just keep track on how many turns it will before it ever shows up.

If you have a digital rolling ability like dicelog.com, just blow through a lot of rolls quick and easy like ahead of time to determine this.

Robert


Pathfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Remember they can only roll to sell one item per City District per turn; the others just remain in their slots.

The rules don't specify how many buildings must be placed in a District before another District can be started, but you're well within your rights as DM to require full districts before starting new ones, or to say that you'll divide each city's total city blocks by 36 (rounded up) to determine the effective number of districts, if they try creating new districts with few or no buildings, just to sell items.

Liberty's Edge

Also note that it's possible for at least Minor and Medium items to be worth no BPs, if their value is below 4000gp. I don't know about Majors, we aren't there yet.

All items of the same class that can be sold for BPs also bring in the same number, either 2, 8, or 15 IIRC. So, rolling high numbers on the item chart shouldn't benefit the players any more than rolling medium numbers.
-Kle.


Rickmeister wrote:

Hey guys,

some questions arose last session and I'm interested to know what you think about it.

My players town of Northfield recently had a Caster's Tower built, and are now enjoying the splendour of having it generate medium magic items.

Question #1: The player that rolled for the random magic item rolled like 3 or 4 98+ after one another. This resulted in a massively good magical item.. I allowed them to sell it, and their high ECO means that it succeeded without problem.
Should I have stopped it?

This combined with other buildings means that right now, they have a lot of item generation...

Question #2:
With 7 minor items and 2 medium items, and more shops to come, this is becoming a head-ache for me as a DM... How do you do it? Keep generating?
Right now I'm using Nethys' generator, and have rolled 100 of each and printed it out, but what if the kingdom ends up with 25 minor, 12 medium and 7 major? Keep rolling?

Start throwing your 2 copper pieces! :D

After we completed Kingmaker, using the existing Magic items rules, we had accumulated more build points than we could spend. I was a player but now will be GMing it, and think Ill be using a simplified option. Each turn (month) each item available can be sold (regardless of number of districts) but the values will be 1, 2, or 3 build points (for minor, medium and major items). It removes alot of the bookkeeping and provides a more even flow of funds. The way I figure it, buildings like Magic shops and temples will eventually pay for themselves and the city won't be turning over +5 swords every month.

TG


There is a roleplay option of controlling it too. If too many shops are being built, existing shop owners could protest or threaten to move to another town outside of the PC's Kingdom if another shop is built.


I'd also suggest that the players don't need to know about all of the items created. After all, there's always an underground economy and even honest people may not report everything they do to the government. Unless, they set up an extremely controlling and invasive government, there's no need to tell them the details on every item, although they should know about some of them.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Kingmaker / Minor, medium, major magic item (economy) All Messageboards

Want to post a reply? Sign in.
Recent threads in Kingmaker