Sometimes situations arise where your players want to know if they can buy magic items at the beginning or end of an adventure. And sometimes, you just don’t want to roleplay out the “shopping” part and the players hate when they are screwed by being in a town too small to have what they really need.
This skill challenge enables the players to use their social and knowledge skills in procuring the exact items they want, no matter what size town it is. As with all Skill Challenges, role-play helps, so if during any step of this the players are role-playing the “how” of the skill use, then assign a bonus of +1 to +5 to their eventual roll.
Skill Challenge: Buying a Magic Item
You are between adventures, and are looking to procure a specific magic item, buying it at normal price. (This Skill Challenge can also be used to buy Rituals)
Complexity: Varies
Item Level
Successes
Failures
Under APL*
4
3
Equal to APL*
6
3
+1 over APL
8
3
+2 over APL
10
3
+3 or more over APL
12
3
APL = Average Party Level, rounded down
*NOTE: These are included for parties who are buying rituals, do not have access to the Enchant Item ritual, or wish to speed up the process.
Time Taken:
Skill Check Difficulty Class
Party Level
Easy
Moderate
Hard
1st - 3rd
5
10
15
4th - 6th
7
12
17
7th - 9th
8
14
19
10th - 12th
10
16
21
13th - 15th
11
18
23
16th - 18th
13
20
25
19th - 21st
14
22
27
22nd - 24th
16
24
29
25th - 27th
17
26
31
28th - 30th
19
28
33
1 Day
Skills Used:
Arcana – Easy for first attempt, Moderate for subsequent, gives +5 to next Bluff, Diplomacy, or Streetwise roll. If procuring Arcane rituals, non-healing potions, alchemy, or arcane implements, gives 2 successes instead of a bonus.
Bluff – Moderate, failure gives 2 failures
Diplomacy - Moderate
Insight – Moderate, gives +5 to next Bluff, Diplomacy, Intimidate, or Streetwise roll.
Religion – Easy for first attempt, Moderate for subsequent, gives +5 to next Bluff, Diplomacy, or Streetwise roll. If procuring Divine rituals, healing potions, or holy implements, gives 2 successes instead of a bonus.
Streetwise – Easy to give a +2 bonus on the next roll. Moderate for a success.
Thievery – Hard, gives 2 successes
Other Conditions:
Village – Number of Successes needed are +2
Town – No Adjustment
City – Start with 4 Successes
Metropolis (Sigil, Waterdeep, City of Brass, etc) – Start with 6 Successes
Disposable Items (Potions, alchemy, etc): One rank easier
Bazaar/Market Day currently underway: Start with 2 successes.
On major caravan or trade route: +1 success
Consequences:
Full Fail – 3 failures before 75% successes: Magic Item not available
Partial Fail – 3 failures after75% successes: Magic Item available, but procured after next adventure (may choose not to purchase it, but if purchased must be paid for immediately, no refunds!)
Success – Magic Item available at book price
Quick Chart:
Metropolis: Anything APL-1, Disposables at APL, are automatic
City: Anything APL-2 or more, Disposables at APL-1, are automatic
I am running a 4th Edition D&D game and one of the suggestions for 4e is that the players write up “loot lists” for magic items that they desire. With the way buying and selling magic items works in 4e (they are only worth 1/5th their value when you sell them), it makes it very hard for a party to “convert” found magic items into the ones they actually want. A loot list is the solution.
Players can write down the magic items they want and then give it to their DM who should seed the adventure with the items from the lists. Of course, the DM can ignore the list and put whatever he wants in the dungeon instead, but that defeats the point.
One of the other concepts of 4e is the “treasure parcel”. These are “all the loot” of an adventure, split up into 10 digestible parts. An encounter can yield one, two, or no parcels, depending on the DM. The only hard and fast rule is that by the time the characters gain a level, they have earned all 10 parcels of treasure.
Now, in the game I run, I tried to run it this way, but I found that I constantly was losing people’s loot lists and asking them to gimme something “real quick” so I could outfit them. This worked amazingly well, so I adapted that into the current iteration of how I am distributing loot.
The current iteration is this:
There is a list of parcels. For the Magic Items, it is just the level of the magic item. For the money, it’s as the DMG suggests. These are numbered 1 thru 10.
There is a list of Player Characters, and their Magic Items. This list is in an order that was established randomly at the beginning of the campaign.
When treasure is found, I roll a d10 and look up what parcel it is. If it is money/potions, I hand that out as normally. If I roll a magic item, I then consult the list of PCs.
I look at the PC who has the least amount of magic items. If there are multiple PC’s with the same, least, amount then I look at who the highest one on the list is. Eventually, everyone on the list will have the same amount of Magic Items, and I can just use the list as an order of distribution for magic.
I then ask that player to come up with at least THREE items of the LEVEL I rolled on the parcels. This way, I don’t need to track someone’s loot list and they get some insight into the items they might get (the level anyway). Once I have the items from the player, I roll a d3 (or higher if they gave me more), and that determines what item is actually found. This way, it might not be the “Best Spec” item on the list, but it will be the same level as the Best Spec, and it will be something that the player wanted.
I usually inform the other players that they find “A magic item for John” or somesuch, and work out with John on the side what that item ends up being.
Once the parcel is distributed, I cross it off the list. Once all parcels are distributed, I generate 10 new parcels and start the process anew.
A while back, I was asked to contribute to the third in a series of books on narratives. This book, Third Person, would contain a chapter by yours truly on how we handled storytelling in City of Heroes and City of Villains.
Here’s the description from Amazon:
Product Description
The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann’s Joseph and His Brothers, J. R. R. Tolkien’s Lord of the Rings, Marvel’s Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds.
Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors—media and television scholars, novelists, comic creators, game designers, and others—investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena.
Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in Doctor Who; managing multiple intertwined narratives in superhero comics; the spatial experience of the Final Fantasy role-playing games; World of Warcraft adventure texts created by designers and fans; and the serial storytelling of The Wire.
Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin’s earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.
Contributors: Rafael Alvarez, Richard A. Bartle, Michael Bonesteel, Stanford Carpenter, Monte Cook, Paul Cornell, Anne Cranny-Francis, Sam Ford, Chaim Gingold, A. Scott Glancy, Richard Grossman, Pat Harrigan, Matt Hills, Kenneth Hite, William H. Huber, Adriene Jenik, Henry Jenkins, David Kalat, Matthew Kirschenbaum, Norman M. Klein, Tanya Krzywinska, David Lavery, Robin D. Laws, Sarah Lewison, Henry Lowood, William E. McDonald, Matthew P. Miller, Jason Mittell, Stuart Moulthrop, Kate Orman, Sean O’Sullivan, Lance Parkin, Robert M. Price, Ren Reynolds, Trina Robbins, Ken Rolston, Dave Sim, Greg Stafford, Tamiko Thiel, John Tulloch, Noah Wardrip-Fruin, Walter Jon Williams
About the Author
Pat Harrigan is a writer and author of the novel Lost Clusters. He is also the co-editor, with Noah Wardrip-Fruin, of First Person: New Media as Story, Performance, and Game (2004) and Second Person: Role-Playing and Story in Games and Playable Media (2007), both published by the MIT Press.
Noah Wardrip-Fruin is Assistant Professor in the Computer Science Department at the University of California, Santa Cruz, and author of Expressive Processing: Digital Fictions, Computer Games, and Software Studies, forthcoming from the MIT Press. He is also the co-editor, with Pat Harrigan, of First Person: New Media as Story, Performance, and Game (2004) and Second Person: Role-Playing and Story in Games and Playable Media (2007), both published by the MIT Press.
Television: (When Andre isn’t playing on the big TV) Monday is the worst at 5.5 hours if nothing I watch is in repeats. Friday and Saturday are empty, which is good because:
RPGs: DM’ing a 4e D&D game (almost) every Sunday. Playing in four 4e D&D games (John’s, Mark’s, Kyle’s, Bruce’s). John’s almost doesn’t count because certain players don’t want to play anymore, and we ended the last session in mid-combat (and, FWIW, mid-September I think).
CoH: When I can find a spare hour or so.
Other computer games: When I can find a spare under-an-hour or so.
Things I should be doing
Spending time with Andre and Diane: I need to do this more.
Painting: I have about 60 space marines that need to be painted, but the weather hasn’t been cooperating to prime them. (I primed minis once in cold weather, never again). I have found time to paint some of my PC’s for my various D&D games though.
Cleaning out the garage: The opener broke, so the door is sealed shut. There is a ton of stuff in there, I don’t know how we are going to get to it to fix it, so I am procrastinating.
Taxes: Of course, we owe again this year, so I don’t want to deal with this until April 14th.
Cleaning out the computer room: Too many big boxes from “new stuff” clogging up the room.
Sleeping: I sometimes wake up too early and can’t fall back asleep. Like today.
The power went out the first afternoon, when we were in the middle of a game of Battlestar Galactica. Everyone grabbed their iPhones, fired up their Flashlight app, and continued playing like nothing happened. The lights came on over an hour later.
The first D&D game I played in almost went horribly, horribly wrong when one player “in character” set the entire town against us. Fortunately I negotiated with the NPCs a truce while the player in question was out of the room.
I got to throw the dagger that killed the Mind Flayer boss in that game literally AS we were being kicked out of the room by the next game.
The first burger I had from the hotel’s “gamer buffet” was beet red in the middle (as in raw). I avoided the burgers after that.
I bought dice in the dealer’s room to put into the BSG board game, so there would be plenty of d8’s with it, after realizing I had taken all the dice out of it before Friday’s game.
I had a great time hanging out at the bar with Randy from Cryptic, catching up on what’s going on at the studio I used to work at.
I got to play Descent, playing someone else’s character in a Road to Legend campaign.
I bought a T-Shirt at the gamer geek shirt table in the dealer’s room. I was told I wasn’t going to be yelled at for “messing up the shirt pile” because I was wearing an AC/DC shirt.
I (hopefully) convinced several people there that getting the .pdf versions of the D&D rulebooks at www.rpgnow.com was a great idea, espiecally when I could search-find rules faster than people who had the physical books.
I played in a GREAT game of 4e D&D, which was loosely based on the Amber “Throne War” scenario. If anyone ever tells me that 4th edition D&D is just a miniatures game and they took all the role-playing out if it, I now have proof that they are idiots. I didn’t get the throne, but got set up with a very nice duchy by helping the late King’s vizer get who HE wanted onto the throne.
My wife was AWESOME for letting me go, and I have no idea how to thank her enough for not getting completely pissed at me for coming home super late on Monday.
David Nakayama, a concept artist we have working for us at NCNorCal, was kind enough to do my “sketch cover” of Dark Avengers #1. David’s done a ton of comics and covers, including the City of Heroes comics. I can’t get over how awesome this is, or the fact that he did it in just one evening.