A shop appears for your party! :D


Homebrew and House Rules


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Hi everyone!

I really love this game and I've been thinking about ways how it could be more fun and rewarding for my group.

You see, my group only plays on saturdays (sad face :( ), making our progression and loot hunt a bit slow, so I came up with something kinda neat.

1. At the end of your adventure, everyone "goes back to town" and calls out a shop they'd like to visit.

2. Players roll 1d20 and if they roll 10 (or 15, idk) or more then they encounter their desired shop. Yay! If not, they are too tired and go to sleep! haha

3. Shops need inventory, ofcourse! Have the players roll 1d4 to see how many cards to pull from the box to set up shop.

4. Only the players that called out a shop can visit that shop, unless ofcourse they called out the same shop. If player 1 rolled 1 for the inventory and player 2 rolled 3, that means the shop has 4 cards since it's the same shop.

I just gave the cards for free the first time I tried this, but shop owners need to pay the bills!

I'm thinking about setting up a coin system of sorts and come up with some pricing for card (Saw someone post something like this here around 2013 and it seemed like a neat thing). I even bought a bag of fake coins from amazon to see what I can come up with haha

The players could try to get a small discount by rolling high enough on a charisma roll.

I was also thinking about making defeated monsters let you roll 1d20 to find gold (15 or more means you did) and a 1d4 to see how many coins you get, but this might slow down the gameplay a bit. I might just let people barter their cards for a card equal to or lower than the combined "Check to acquire" value of the traded in cards.

Anyway, this is all a SUPER rough idea and wanted to share it here. See what everyone thinks. Maybe get some awesome input, polishing and hopefully others find it cool and simple enough to use in their runs. :D

Or get totally shut down, which is fine too....please be gentle! D:>

Also, I'm sorry if something like this was already posted. I searched a bit and didn't seem to find anything beyond that one post from 2013 I mentioned.


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Having a shop mechanic is pretty interesting, but I might try to simplify it a bit. Here's what I'd change just on a first pass.

After the players win a scenario (after obtaining the scenario reward, but before rebuilding their decks), they may return to town to shop.
Draw 1d4 random weapons, 1d4 random spells, 1d4 random armors, and 1d4 random items to make up the shop's inventory. If you draw a Promotional card, return it to the box and draw a new boon of that type. Each player may then buy up to one boon from the shop by banishing one of his or her boons with the same adventure deck number or higher. (Treat B and C as if their adventure deck number were 0). After all players are finished shopping, return any remaining boons in the inventory to the box.

You could do a haggling mechanic, but then Charisma based characters are going to be more likely to become more powerful through shopping. But here's an attempt at that too.

When buying a boon from the shop, a player may attempt to haggle by attempting a Charisma or Diplomacy check with a difficulty equal to the highest difficulty to acquire the boon. No cards or powers may be used on this check. If he or she succeeds, he or she may treat the adventure deck number of the boon as if it were one lower for the purposes of buying the boon.

Still, very neat concept. Here's hoping I've helped refine it a little!

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Vic Wertz wrote:
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I think I've read at least 4-5 threads on shopping way back when, but there's nothing wrong with a new idea. There're dozens of ways such system might be made to work, and it's only up to preference if it'll be made to modify the way players think and play a scenario.

Sqweewee wrote:
I was also thinking about making defeated monsters let you roll 1d20 to find gold (15 or more means you did) and a 1d4 to see how many coins you get, but this might slow down the gameplay a bit.

You might as well make them get (d20-15) Gold per monster. This is interesting, as it will make your players consider risking more monsters as opposed to quickly closing location. One idea I've toyed with, however, is that you should reward for a number of locations closed (maybe with bonus if all locations are closed) - there's always something dissatisfying for me in the act of defeating the villain by just temp-closing locations.

As for haggling - I'd definitely make it a Diplomacy check (no simple Charisma allowed), as some characters fire Diplomacy off their Strength to simulate Intimidation.

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