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Post by Rabbit on Mar 30, 2010 16:45:58 GMT -5
This is a section for determining whether items characters want to purchase are readily available. I am going to post here in segments for easy review and edit (this may be in the works for a little while longer.)
Please feel free to give me feedback but please do not post in this thread. Any discussion on the rule should be in the general discussion thread.
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Post by Rabbit on Mar 30, 2010 16:47:16 GMT -5
Gather Information takes 1d4+1 hours. A single Gather Information roll can be used for multiple ‘similar’ items (DM’s discretion.) Using a single roll must be declared before the dice are rolled.
Gather Information Bonus: Knowledge (Local): Add skill total to Gather Information results. Profession (relevent): Add skill total to Gather Information results (DM’s discretion.)* Craft (relevent): Add skill total to Gather Information results (DM’s discretion.)*
*Only one Profession OR Craft can be added to a single Gather Information roll.
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Post by Rabbit on Mar 30, 2010 16:51:29 GMT -5
Scrolls
Base Percentage Village or Outpost +25% Large Town or City +45% Large City or Metropolis +60% Huge City +60%
Spell Level 0 (cantrip): +5% 1st: 0% 2nd: -5% 3rd: -10% 4th: -15% Etc…. (Increments of 5% for a maximum of -30% at 7th level.)
Gather Information (DC 10) Roll a 1d20 and add Gather Information. Every 2 over a success is +1%. Round down.
Overall Percentage Roll Add up all your percentage modifiers and roll 2d10 (0-100%). Rolling the percentage modifier or lower is considered a success (you find the scroll for sale.)
If a success, the number over the DC 10 rolled for the Gather Information is how many scrolls of that certain spell are available.
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Example 1: Bob is looking for a scroll of fireball in a “Large town or City.” On his gather information roll he gets a 19.
[+45% (base), -10% (spell level), +4% (gather info)] = 39% likely chance to find the scroll. If a success then there are 9 scrolls of fireball available for purchase.
Example 2: Bob is looking for a scroll of light in a “Large City or Metropolis.” On his gather information he rolls a 12.
[+60% (base), 0% (spell level), +2% (gather info)] = 62% likely chance to find the scroll. If a success then there are 2 scrolls of light available for purchase.
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Post by Rabbit on Mar 30, 2010 16:58:00 GMT -5
Wands
Base Percentage Village or Outpost +15% Large Town or City +35% Large City or Metropolis +50% Huge City +50%
Spell Level 0 (cantrip): +5% 1st: 0% 2nd: -5% 3rd: -10% 4th: -15%
Gather Information (DC 15) Roll a 1d20 and add Gather Information. Every 2 over a success is +1%. Round down.
Overall Percentage Roll Add up all your percentage modifiers and roll 2d10 (0-100%). Rolling the percentage modifier or lower is considered a success (you find the wand for sale.)
If a success, for every two over the DC 15 rolled for the Gather Information is one wand of that certain spell is available. Round down. Minimum wands found in a success is one.
Further, for each available wand a 1d100 is rolled, then halved, to determine how many charges are left in the wand (the first wand is always defaulted to 50 charges.)
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Examples 1: Bob wants a wand of slow in a “Large City or Metropolis.” On his gather information he rolls a 16. Bob also has 4 total skill points in Knowledge (local.)
[+50% (base), -10% (spell level), +0% (gather information), +4% (know (local)] =44% likely chance to find the wand. If a success then there is 1 wand available (50 charges.)
Examples 2: Bob wants another wand of slow in a “Village or Outpost.” On this gather information he rolls a 21. Bob still has 4 total skill points in Knowledge (local.)
[+15% (base), -10% (spell level), +3% (gather information), +4% (know (local)] =12% likely chance to find the wand. If a success then there are 3 wands available. 1) 50 charges (default) 2) 44 charges (1d100 rolled = 88) 3) 4 charges (1d100 rolled = 8)
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Post by Rabbit on Mar 30, 2010 19:01:27 GMT -5
Non-Magical Equipment
Mundane Items (weapons, armor, adventuring gear, tools and skill kits, etc.)
Base Percentage Village or Outpost +50% Large Town or City: Always available Large City or Metropolis: Always available Huge City: Always available
Gather Information (DC 10) Roll a 1d20 and add Gather Information. Every 2 over a success is +1%. Round down.
Overall Percentage Roll Rolling the percentage modifier or lower is considered a success (you find the item for sale.)
If a success, the number over the DC 10 rolled for the Gather Information is how many of that certain item type are available.
Special Substances and Items (alchemy items)
Base Percentage Village or Outpost +40% Large Town or City +80% Large City or Metropolis: Always available Huge City: Always available
Gather Information (DC 10) Roll a 1d20 and add Gather Information. Every 2 over a success is +1%. Round down.
Overall Percentage Roll Rolling the percentage modifier or lower is considered a success (you find the item for sale.)
If a success, the number over the DC 10 rolled for the Gather Information is how many of that certain item type are available.
Special Materials (adamantine, darkwood, dragonhide, cold iron, mithral, alchemical silver)
Base Percentage Village or Outpost +30% Large Town or City +60% Large City or Metropolis: Always available Huge City: Always available
Gather Information (DC 10) Roll a 1d20 and add Gather Information. Every 2 over a success is +1%. Round down.
Overall Percentage Roll Rolling the percentage modifier or lower is considered a success (you find the item for sale.)
If a success, the number over the DC 10 rolled for the Gather Information is how many of that certain item type are available.
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