One of the great dilemmas of a long term D&D campaign is
the magic. Often magic is used as a way of rewarding the players, along with
frequent hand outs of experience. Of course there are other ways of rewarding
the players such as status and titles hence me going for a feudal campaign but
more often than not it frequently comes down to magic.
Even if we keep the magic to the levels recommended in the
books the characters can end up with more +1 swords than they can use or an
arcane spell caster can end up with a suit of armour just because nobody else
needed it. Of course you could argue that magic is such a valuable resource
that it should never be unwanted but by the same reasoning it should always be
put to good use.
So when items can be swapped amongst the player characters
all is well and good. The players can make their own decisions and resolve the
relative values of the items despite what the book says of the value in terms
of GP value. However, what happens when an item can't be readily used by any
player character is it not reasonable that there may be an NPC out there that
could use the item and exchange it for something useful to the PC?
If this situation arises occasionally then the DM can play
the part of the NPC and resolve the trade but there will come a time when the
DM doesn't want to play every NPC trade encounter and just wants to get on with
preparing the next part of the session; for this purpose I invented the trade
system.
Decide how many
traders there are today
For each trading session roll a dice defined by the size of
the population of the town or city. If you run a campaign with more or less
magic than I do then this is where you would make your adjustment with smaller
or larger dice. (You could also have trading take place in other locations such
as merchants caravans or with friendly adventuring parties so modify the system
to suit.)
1,000 to 10,000
|
1 NPC
|
10,001 to 20,000
|
D2 NPCs
|
20,001 to 30,000
|
D3 NPCs
|
30,001 to 40,000
|
D4 NPCs
|
40,001 to 50,000
|
D5 NPCs
|
50,001 to 60,000
|
D6 NPCs
|
And so on…
At this point it is best to make a note of the details for
each NPC. Just a few lines for each NPC should be enough.
Determine who the
traders are
Now determine the class of each NPC. (To keep it simple
think of them as single class only, if you want to you can come up with a
system for multi class traders but remember the object of the exercise is to
trade off the spare magic for useful magic so don't get too hung up on the
details of the NPCs.)
Barbarian
|
01-10
|
Bard
|
11-20
|
Cleric
|
21-30
|
Druid
|
31-40
|
Fighter
|
41-50
|
Monk
|
51-60
|
Paladin
|
61-70
|
Ranger
|
71-80
|
Rogue
|
81-90
|
Sorcerer/Wizard
|
91-00
|
I've combined sorcerer and wizard only because it divides
100 by 10 and any arcane spell casters should be the same for trading purposes
but just adjust any of these definitions as you see fit. Alternatively you
could use the Random NPC Class table from the 3.5 DMG page 110 but this divides
the NPCs by alignment and in most cases we don't need to go into that much
detail. Also it might not be that apparent what class an NPC is from appearance
so for the sake of simplicity don't bother.
It is worth determining what race each NPC is as they will
only accept items that they can use. (Either allocate a race to the NPCs or use
the tables on the 3.5 DMG page 111 and 112.) A human fighter will not accept a small
suit of armour and a Wizard will not accept a dwarven urgrosh.
Decide what the NPCs
wish to trade
I usually say 1d3 items per NPC but you should decide this
yourself. You might think that each NPC might only have one item to trade but
it makes it more interesting if the trades are made up of multiple items each
of which has to be acceptable to both player and NPC.
Now determine each item that the NPC has to trade. You can
do this using the standard magic item list. There may be some items you want to
restrict such as high value items or items that could unbalance your campaign
but you need to decide that for yourself. However, it is worth remembering that
any class could potentially have any item for trade. Don't fall into the trap
that only arcane spell casters will have swords to trade (because a fighter
would always want one) or that a wizard would never trade a crystal ball. A
fighter might have found more swords than he can carry and want to trade the
spare sword for something more portable. A wizard might be in a tough situation
and decide that trading his crystal ball for something more offensive could
give him a better chance in his next adventure. If you allow the system to
generate the items randomly you will find that back stories emerge as
explanations for the odd combinations being traded by the NPCs. You might even
decide that one of these back stories is gives you an idea for the next adventure.
Serendipity is the best plotting tool I've come across so far.
So now you should have a few NPCs, each with one or two
items to trade. You could work them out in more detail but I don't bother.
Remember that, normally, after the trade is done they will walk away out of you
campaign and never be seen again.
Performing the trade
Let's imagine a single NPC, a human fighter. I've chosen this as an example as it's straight and unambiguous, he doesn't get spells at higher levels and we can think of him having the base combat based abilities no matter what level he is. Note we don't bother to define his level as that complicates things too much.
Let's imagine a single NPC, a human fighter. I've chosen this as an example as it's straight and unambiguous, he doesn't get spells at higher levels and we can think of him having the base combat based abilities no matter what level he is. Note we don't bother to define his level as that complicates things too much.
Human fighter with the following trade items:
Ring protection +1 (2000 pg)
Suit of leather armour +3 with light fortification (16,160
gp)
Rod of Meta Magic Lesser Empower (9,000 gp)
The trade session should last a specific amount of time set
by the DM. This might be until the DM is ready to continue with the next part
of the game, until the pizza has been eaten or a set time limit determined by
the DM. You'll get a feel for how long trading should be allowed to last but
give it time as it can turn out to quite frustrating for the players if there
is an item a player wants but can't get the NPC to accept a deal.
1. Determine the base value of
acceptance for the item offered by the PC
Item Offered
|
Base chance of
acceptance
|
||||
Fighter,
Rogue, Barbarian
|
Cleric, Druid
|
Sorcerer, Wizard
|
Monk
|
Bard,
Ranger, Paladin
|
|
Sword
|
20%
|
20%
|
5%
|
5%
|
20%
|
Armour
|
20%
|
20%
|
--
|
--
|
20%
|
Shield
|
20%
|
20%
|
--
|
--
|
20%
|
Misc Weapon
|
20%
|
20%
|
15%
|
15%
|
20%
|
Protective Device
|
25%
|
25%
|
25%
|
25%
|
25%
|
Scroll
|
--
|
25%
|
25%
|
--
|
15%
|
Potion
|
10%
|
10%
|
10%
|
10%
|
10%
|
Wand
|
--
|
20%
|
20%
|
20%
|
15%
|
Staff
|
--
|
20%
|
20%
|
--
|
05%
|
Rod
|
15%
|
15%
|
15%
|
15%
|
15%
|
Ring
|
10%
|
20%
|
20%
|
20%
|
10%
|
Wondrous Item
|
10%
|
10%
|
10%
|
10%
|
10%
|
These levels of acceptance seem a bit low but they are
adjusted by the value of the item offered by the PC. This also reflect the
situation that sometimes a character may be able to use an item in some
circumstances such as a ranger or paladin being able to use some of the
abilities of a staff. The more a PC offers the more chance it is accepted by
the NPC. This encourages the player to offer items above the value of the item
being traded by the NPC and has the affect of actually removing excess magic
items from the campaign.
2. Add the value of the specific item offered
by the PC
Add +1% for every 1000 gp value of the item offered by the
PC to a maximum of +74%. This way not trade can ever be more than 99% chance of
acceptance by the NPC. PCs might have to make quite a lot of offers before an
NPC accepts the trade.
When offering multiple items for trade the NPC should make
one acceptance roll for each item offered. The trade will not be final until
the PC has offered enough items to be equal to or higher than the value of the
item the NPC is trading.
3. Determine whether the NPC will accept the
trade
So in our example above our NPC fighter has a Meta Magic Rod
Lesser Empower that he is currently using as a back scratcher. A PC wizard
wants the rod and offers the fighter a suit of +3 chain mail.
Armour base acceptance chance 20%
Plus value of chain mail (9250/1000 round down) +9%
total chance of acceptance by the fighter 29%
So the chance of this trade being accepted is low but this
reflects the fact that the NPC might already have a suit of armour. Most trades
are not accepted because most NPCs are choosy wanting specific items in the
same way player characters do.
However, if the wizard offers the fighter a +3 keen sword it
works out thus:
Sword base acceptance chance 20%
Plus value of sword (32,312/1000 round down) +32%
Total chance of acceptance by the fighter 52%
In this instance the wizard is offering over the given value
of the wand because he values the wand more than the sword. The sword is worth
32,000 the wand is worth 9,000 but this reflects that the NPC is looking for
something specific rather than just trying to make a profit. (If the PCs were
trading with a merchant this might be different.) Furthermore, for the PCs to
get a really high chance of acceptance they have to offer way over the odds
which gets high value items out of the campaign.
If the NPC fighter accepts the sword the trade can be made
there and then, alternatively the PC wizard might think it's too much off a
loss and decide that he wants to offer something else. The important point is
that once an item is rejected the NPC will not change his mind. If the NPC
accepts the item the player can go through with the trade straight away or at
any time later in the same trade session.
Trading multiple
items
This time we have a human rogue PC who has a whole bunch of
things to trade with the fighter and he really wants the leather armour.
+2 longsword (8,315 gp) 28%
acceptance by a fighter
Ring of the ram (8,600 gp) 23%
acceptance by a fighter
Boots of Elvenkind (2,500 gp) 12% acceptance by a fighter
Potion bull strength (300 gp) 10% acceptance by a fighter
In this instance none of the items is worth the value of the
leather armour however the ring of the ram and the +2 longsword add up to 8,915
gp. To make this trade the NPC fighter has to roll both 28% to accept the
longsword and 23% to accept the ring. The NPC rolls 15% for the ring meaning
the fighter will take the ring as part trade, however, he rolls 43% for the
longsword meaning he probably already has a sword. Unfortunately the rogue has
to accept that he can't get the armour as none of his other items add up to
sufficient to trade for the armour. This also has the result that a PC cannot
simply dump a load of low value items on an NPC in return for a high value item
as each item has to be accepted individually. The more items offered for a
single item the less chance of a successful trade.