| noblejohn |
I have read a few threads on magic items, but wondered if someone could summarize the best way to handle them in Kingdombuilding.
- Do I roll for a random magic item for a new village even if there is no building that provides for magic items? There is a fill magic item slot phase, does that mean fill every single slot based on your town size even if you have only a farm?
- The rules also say that there is a 75% chance that request item will be available. Do which is it, do I randomly roll for magic items or do I let the PCs request magic items?
- I am not going to let the PCs use the generated magic items to fund the town - isn't this the idea of magic item spamming that is a little broken in the rules?
Thanks for any other ideas or recommendations.
John
| Tiny Coffee Golem |
Not sure what you are getting at Tiny Coffee Golem. Your joke is over my head!
Anyone have any thoughts?
Truename is a wizard discovery that effectively allows you to summon an outsider at will.
The Mercane are tall blue skinned six fingered interplanar merchant race.
It'd be the ultimate magic mart at will.
| noblejohn |
noblejohn wrote:Not sure what you are getting at Tiny Coffee Golem. Your joke is over my head!
Anyone have any thoughts?
Truename is a wizard discovery that effectively allows you to summon an outsider at will.
The Mercane are tall blue skinned six fingered interplanar merchant race.
It'd be the ultimate magic mart at will.
Very cool - that is funny now that you explain it.
W/out other advice, I think I am going to use GM discretion and limit magic items appearing in the town. I am thinking they should only be available if there is a shop with a magic item slot. Requests can be made, but I am not sure if there will be a 75% chance to get the item or not.
Thanks for any other thoughts.
| Cintra Bristol |
I'd recommend that you don't bother rolling magic items at all. Instead, just assign each "magic item slot" a value in BPs that go into the treasury. (Still only let them get the benefit of one slot per District.)
I did the math a while back, and if you want to exactly duplicate the magic item economy without rolling specific items, here are the odds/values for the building-generated Magic Item slots:
MINOR: 11% are worth 2 BP each. 89% are worth less than 4000gp so by a strict reading of the rules, aren't worth anything to the economy. (HOUSE RULE: If you allow these to be accumulated and turned into BPs when they reach a total of 4000gp, treat these 89% as worth 0.1 BP each.)
MEDIUM: 71% are worth 8 BP each. The other 29% are worth nothing (or 0.2 BP if you go with the "accumulate" house rule).
MAJOR: 85% are worth 15 BP each. The other 15% are worth nothing (or 1/3 of a BP each if you let them accumulate).
ALTERNATIVELY: The magic item economy can get out of hand. You might want to go with something lower than the above values, and ignore the "under 4000gp" issue, such as:
MINOR: 1 BP
MEDIUM: 2 BP
MAJOR: 4 or 5 BP?