So I've got a question for you. One of my level 1 players is choosing Identify, which requires a pearl worth 100+ po. How do you usually deal with this situation? Do you give it to them before starting the adventure? Do you make them buy it at some point throughout the adventure?
What do you do when the same thing happens at the middle of the adventure. Let's say a player chooses a spell that requires an expensive item. What do you do in these cases?
Learning a spell does not grant the item required to cast the spell; you have to acquire it (generally buy or find, in some cases you can also craft). The DM is free to make that process as easy or difficult as they prefer.
Learning a spell does not grant the item required to cast the spell; you have to acquire it (generally buy or find, in some cases you can also craft). The DM is free to make that process as easy or difficult as they prefer.
Yeah, I know. I'm asking for examples to get some inspiration. 😊
I typically will consider giving those items as drops or making them available at shops. If the item is something more unique or high value, maybe they have to work a little harder to find it (like it being something you provide in a quest where it feels appropriate).
I would recommend not giving it out as starting equipment unless you are starting at a higher level AND other players are getting something of relatively equivalent value (which could just be gold), so no one is feeling like they are missing out on starting items. Frankly, if you are in that situation, I would just give everyone some amount of money appropriate for their level and let them buy any mundane equipment or spell components they want with that money, and let the player figure out which spells they want to prioritize obtaining material components for their start.
I typically will consider giving those items as drops or making them available at shops. If the item is something more unique or high value, maybe they have to work a little harder to find it (like it being something you provide in a quest where it feels appropriate).
I would recommend not giving it out as starting equipment unless you are starting at a higher level AND other players are getting something of relatively equivalent value (which could just be gold), so no one is feeling like they are missing out on starting items. Frankly, if you are in that situation, I would just give everyone some amount of money appropriate for their level and let them buy any mundane equipment or spell components they want with that money, and let the player figure out which spells they want to prioritize obtaining material components for their start.
Ok, thanks for your advice!
I have another question related to this one. Should I allow players to buy Healing potions at a store? (The normal ones). I usually let my players buy them (50 gp) in places where there are apothecaries/alchemists.
To me it depends on the experience of the players. More experienced players will know to plan ahead — like stocking up on 300 gp diamonds when they hit level 4, because they know they’re going to want them for revivify when they hit level 5.
If the players are newer, I’ll include them in some drops as they hit the right level. Though, I usually incorporate that into the normal treasure. So if I give them that 300 gp diamond, they’re going to get 300 less gp somewhere else to even it out.
For starting characters, mostly it’s about the gems for identify and/or chromatic orb. In either case, I usually just let them have it. Identify in particular is easy to give them. They can already identify an item as part of a short rest, do the gem just saves them some time now and then. It’s rarely significant.
I think it is a generally good idea to allow players to buy healing items at stores, though you might want to place limits on how many are in stock. You do not want to give players the ability to simply heal 100% between every fight because they bought a lot of common healing potions.
The amount and quality of the healing potions you keep in stock is going to depend on your specific group. In my games, I am fairly generous about purchasing healing potions (and more so if there is not a dedicated healer in the party). But I also run extremely dangerous games where it can be expected monsters will be able to easily wipe out 75% or more of a player's hitpoints in any given round. I also generally do not like the "you find some healing potions that are conveniently placed!" aesthetic - it feels too video gamey to me. So, for my players to survive, I am extremely generous with gold.. and then give them the opportunity to buy a couple healing potions of various rarities whenever they are in a town. For cost, I just follow the DMG rules on pricing consumables and plan accordingly when providing gold or likely-to-be-sold items as loot.
I think it is a generally good idea to allow players to buy healing items at stores, though you might want to place limits on how many are in stock. You do not want to give players the ability to simply heal 100% between every fight because they bought a lot of common healing potions.
The amount and quality of the healing potions you keep in stock is going to depend on your specific group. In my games, I am fairly generous about purchasing healing potions (and more so if there is not a dedicated healer in the party). But I also run extremely dangerous games where it can be expected monsters will be able to easily wipe out 75% or more of a player's hitpoints in any given round. I also generally do not like the "you find some healing potions that are conveniently placed!" aesthetic - it feels too video gamey to me. So, for my players to survive, I am extremely generous with gold.. and then give them the opportunity to buy a couple healing potions of various rarities whenever they are in a town. For cost, I just follow the DMG rules on pricing consumables and plan accordingly when providing gold or likely-to-be-sold items as loot.
To me it depends on the experience of the players. More experienced players will know to plan ahead — like stocking up on 300 gp diamonds when they hit level 4, because they know they’re going to want them for revivify when they hit level 5.
If the players are newer, I’ll include them in some drops as they hit the right level. Though, I usually incorporate that into the normal treasure. So if I give them that 300 gp diamond, they’re going to get 300 less gp somewhere else to even it out.
For starting characters, mostly it’s about the gems for identify and/or chromatic orb. In either case, I usually just let them have it. Identify in particular is easy to give them. They can already identify an item as part of a short rest, do the gem just saves them some time now and then. It’s rarely significant.
Yeah, in case it's a level 1 spell item, I'd allow them to have it. I totally agree with you.
Thank you very much for your help! I do appreciate it. ❤️
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Hi there, Midgardians!
So I've got a question for you. One of my level 1 players is choosing Identify, which requires a pearl worth 100+ po. How do you usually deal with this situation? Do you give it to them before starting the adventure? Do you make them buy it at some point throughout the adventure?
What do you do when the same thing happens at the middle of the adventure. Let's say a player chooses a spell that requires an expensive item. What do you do in these cases?
Thank you in advance!
Learning a spell does not grant the item required to cast the spell; you have to acquire it (generally buy or find, in some cases you can also craft). The DM is free to make that process as easy or difficult as they prefer.
Yeah, I know. I'm asking for examples to get some inspiration. 😊
I typically will consider giving those items as drops or making them available at shops. If the item is something more unique or high value, maybe they have to work a little harder to find it (like it being something you provide in a quest where it feels appropriate).
I would recommend not giving it out as starting equipment unless you are starting at a higher level AND other players are getting something of relatively equivalent value (which could just be gold), so no one is feeling like they are missing out on starting items. Frankly, if you are in that situation, I would just give everyone some amount of money appropriate for their level and let them buy any mundane equipment or spell components they want with that money, and let the player figure out which spells they want to prioritize obtaining material components for their start.
Ok, thanks for your advice!
I have another question related to this one. Should I allow players to buy Healing potions at a store? (The normal ones). I usually let my players buy them (50 gp) in places where there are apothecaries/alchemists.
To me it depends on the experience of the players. More experienced players will know to plan ahead — like stocking up on 300 gp diamonds when they hit level 4, because they know they’re going to want them for revivify when they hit level 5.
If the players are newer, I’ll include them in some drops as they hit the right level. Though, I usually incorporate that into the normal treasure. So if I give them that 300 gp diamond, they’re going to get 300 less gp somewhere else to even it out.
For starting characters, mostly it’s about the gems for identify and/or chromatic orb. In either case, I usually just let them have it. Identify in particular is easy to give them. They can already identify an item as part of a short rest, do the gem just saves them some time now and then. It’s rarely significant.
I think it is a generally good idea to allow players to buy healing items at stores, though you might want to place limits on how many are in stock. You do not want to give players the ability to simply heal 100% between every fight because they bought a lot of common healing potions.
The amount and quality of the healing potions you keep in stock is going to depend on your specific group. In my games, I am fairly generous about purchasing healing potions (and more so if there is not a dedicated healer in the party). But I also run extremely dangerous games where it can be expected monsters will be able to easily wipe out 75% or more of a player's hitpoints in any given round. I also generally do not like the "you find some healing potions that are conveniently placed!" aesthetic - it feels too video gamey to me. So, for my players to survive, I am extremely generous with gold.. and then give them the opportunity to buy a couple healing potions of various rarities whenever they are in a town. For cost, I just follow the DMG rules on pricing consumables and plan accordingly when providing gold or likely-to-be-sold items as loot.
Amazing advice! Thank you very much!! ❤️
Yeah, in case it's a level 1 spell item, I'd allow them to have it. I totally agree with you.
Thank you very much for your help! I do appreciate it. ❤️