1. No. In a normal shop, you'll find everything appropriate in the PHB. (Weapons at a blacksmith, standard gear in a general store, etc.)
2. First, see if anything can be reflavored to fit what he's looking for. For example, a katana is just a longsword with a cosmetic difference. Past that, you'll have to wing it (assuming you allow it in the first place).
3. Typically, it doesn't. You pay what the book says and you're done with it.
4. You'll need to talk to them, out of character, and discuss your expectations of the game and what kinds of characters are appropriate for the game.
5. I'm not sure I get this question. Usually, it's the player asking if they can buy item X, and the GM says yes or no (typically yes for mundane gear).
Now, all this really applies to mundane items, If you're talking magic items, that's a little more complicated and depends on the nature of your game. F'rex, I don't have magic shops in my games; magic items are too tempting a target for thieves and too difficult to protect to have magic items out on shelves, PLUS there's usually not much demand. Farmer Bob has no need of a magic sword, and couldn't afford one if he did. Thus, rather than buying magic items 'off the shelf', you have to find someone to craft it for you, and they typically demand payment in advance.
1. I hate creating shops. So instead of making an inventory I simply have the npc ask what they are looking for and make a judgement call on if that shop in that village along what trade routes it could have.
2. Have not come across this yet.
3. Haggling is just an auction basically. Npc wants x price. Player offers x lower price and maybe an item they have or can get the npc an item it's seeking.
4. If my players are not evil I won't let them attack a friendly npc. That's a foot down moment. They can persuade, intimidate, steal and bluff but no killing. If your players are trying to kill a npc give that npc a dust of disappearance and vanish.
1. When creating a shop, do you create a list of items for sale? In my homebrew, any given settlement has the basic shops (general goods store, tavern, blacksmith, maybe an alchemist or magic item shop if they're a large enough settlement); then, occasionally, some shops might have "special" inventory that I'll list for myself. So say a town is connected enough to big trade routes/trade cities that they could have special inventory; in that case, I'll list what special items they might have, such as a blacksmith having a +1 scimitar or a +2 studded leather armor. I find that it's more about understanding how connected a town is to major trade. So if a character wants to commission a special item, a more connected town would be more capable of completing that request versus a less connected town which might not be able to procure the needed materials.
2. If a player wants a custom item, how do I implement this into the game? See above to start. Knowing which cities are your biggest hubs of trade makes a huge difference. Once you know that, you can easily say, "Okay, this nearby town would surely have a trade route to Big Trade City." And thus, material connections. Aside from that: Collection Miniquests. It's definitely valid to have an NPC say, "I could fulfill this request, but you would need to provide me with the Exotic Components" ie dragon scales for dragon scale armor, Bullet hide for some good medium armor, etc. You could easily turn this into some side-quest material!
3. How does 'Haggling' work I highly suggest "Sane Magical Prices" PDF to start with. Use this as a basis for "minimum" price for magical items. But overall, haggling should be a combination of RP and dice roll from your PCs - if they RP a convincing argument at your NPC, let them roll for persuasion. Set the DC to something middling, like 13-17, depending on the rarity of the item, maybe higher for a very rare or valuable item. If they roll "close enough" (even if not exactly your DC) have the NPC be flexible with the price. So say you have a "rare" item valued at 10kg, and the NPC makes an argument for 8kg and rolls 15 when you set the DC to 17; maybe the NPC then says, "Well, no way can I do THAT low! But I like your spunk. I'll do 19kg, and no less!" But the keyword flexibility.
4. How do I stop my players from killing wandering merchants? The same way you stop PCs from being murder-hobos; allow them to do it if they really will, but set dire consequences. Keep your merchants in populated towns so they can't murderhobo on the road; and if they do anyway, don't be afraid for the city guard to come after the PCs with high bounties.
5. How do I let my players know that they can actually 'search' the stores to find what they're looking for, instead of having them walk into a shop and try and look at every individual item? This is a tricky one. Some DMs like to have open-ended shops where the PCs can potentially find anything they're looking for with a high enough roll; some DMs like to have set items at specific shops. I err towards the latter, while on RARE occasion making space for the former. Most shops have a set inventory that I don't deviate from no matter how well the PCs roll, but once in a blue moon I'll have a magic item shop where they could potentially find a wider variety of goods. I find that controlling the items helps me control the game better. I had a DM once that let me look for ANYTHING I WANTED in a city, and due to meta-reasons my character was looking for something specific which he then found, and then ended up being nearly gamebreaking because of how much it granted him. Try to avoid that. So basically: let them look at every individual item, if they will, but sometimes a shop has a "back room inventory" if your players are lucky enough - and maybe they have to pass a hard persuasion check to be that lucky.
1. Only if I decide I want to have a magical item shop.
2. If it's an item that should've already been in the world, I'll add it to the world and the player may or may not be able to get it. If it's a reasonably balanced item that people probably wouldn't have already made, I'll let them craft it or have someone craft it, with appropriate costs and/or quests. If I don't want it in the world, it doesn't exist.
3. I don't usually allow haggling for anything relatively cheap for PCs. For expensive/magic items, it will be a DCless persuade check that determines the price they can get.
4. Wandering merchants are able to wander with their goods for a reason, either their goods aren't worth killing them over, they are personally powerful or there is some entity or organization powerful enough to protect them. If the PCs kill merchants with worthwhile wares, they will soon find sizeable bounties on their heads as the result of divination spells.
5. Tell them they can 'search' the stores rather than look at each item.
Haggling is up to you. You could get them to roll charisma persuasion or intimidation checks. Depending on how much they beat it by is how much the shop keeper is willing to come down. 3 failed checks and the bartering is over. There are systems around.
I have a deck of magic item cards and I pick a bunch depending on the shop type. Then I ask them to pick a couple at random and that’s what the shop has. Sometimes it’s what they’re after, sometimes not. But it’s fun. And then we haggle over price, which I have no system for, sorry.
This can be tricky, depending on setting. Am currently in a homebrew campaign where the setting has low resources to begin with. DM has set minimum sale prices anywhere from 10-100 times PHB prices and the players have yet to find a merchant willing to haggle. With prices that high and zero haggling, the PC's have simply stopped going into shops and have started trying to learn their own skills to repair gear, make new gear, etc. That said:
1) basic shops generally have all the basic items available
2) DMG has some ideas for magic items, Xanathar's (ch. 2) has ideas for both non magic and magic items. Both cover magic items more, but might give you a starting point in flavoring what works in your campaign.
3) In open air markets around the world, haggling is expected. Have seen some merchants be offended when an "unaware of the traditions" tourist didn't haggle and others that simply took advantage of the naive tourist. "This doodad is an authentic replica of a 5th dynasty heriloom (it's junk). Master artisans (slave labor) worked tirelessly to create this one of a kind item (have a dozen in a box below the table). It's price is immeasurable, but, because you strike me as someone who truly appreciates it(sucker for even looking at it), I will sell it to you for 20gp (it's worth 2 sp)."
Character counter offers a lower price. Merchant appears insulted, waxes poetic about the virtues of the doodad and offers something lower than his starting price. This goes back and forth - the more creative the player is in presenting their counter offer, the longer this takes, but also the lower price they will get - until a bargain is made.
4) Punish murderhoboing with a passion. I routinely have barkeeps be former adventurers and if brazenly attacked things get "interesting" quickly. The other reply's have covered this well.
5) As mentioned by others, I just have the NPC ask what they are looking for. Maybe preface the interior description with the basic "assortment of various items..." If by "search" you mean actively search the place like they would a dungeon room... NO. That would result in the authorities showing up.... in my interpretation.
1. No. In a normal shop, you'll find everything appropriate in the PHB. (Weapons at a blacksmith, standard gear in a general store, etc.)
2. First, see if anything can be reflavored to fit what he's looking for. For example, a katana is just a longsword with a cosmetic difference. Past that, you'll have to wing it (assuming you allow it in the first place).
3. Typically, it doesn't. You pay what the book says and you're done with it.
4. You'll need to talk to them, out of character, and discuss your expectations of the game and what kinds of characters are appropriate for the game.
5. I'm not sure I get this question. Usually, it's the player asking if they can buy item X, and the GM says yes or no (typically yes for mundane gear).
Now, all this really applies to mundane items, If you're talking magic items, that's a little more complicated and depends on the nature of your game. F'rex, I don't have magic shops in my games; magic items are too tempting a target for thieves and too difficult to protect to have magic items out on shelves, PLUS there's usually not much demand. Farmer Bob has no need of a magic sword, and couldn't afford one if he did. Thus, rather than buying magic items 'off the shelf', you have to find someone to craft it for you, and they typically demand payment in advance.
1. I hate creating shops. So instead of making an inventory I simply have the npc ask what they are looking for and make a judgement call on if that shop in that village along what trade routes it could have.
2. Have not come across this yet.
3. Haggling is just an auction basically. Npc wants x price. Player offers x lower price and maybe an item they have or can get the npc an item it's seeking.
4. If my players are not evil I won't let them attack a friendly npc. That's a foot down moment. They can persuade, intimidate, steal and bluff but no killing. If your players are trying to kill a npc give that npc a dust of disappearance and vanish.
5. See number 1.
1. When creating a shop, do you create a list of items for sale?
In my homebrew, any given settlement has the basic shops (general goods store, tavern, blacksmith, maybe an alchemist or magic item shop if they're a large enough settlement); then, occasionally, some shops might have "special" inventory that I'll list for myself. So say a town is connected enough to big trade routes/trade cities that they could have special inventory; in that case, I'll list what special items they might have, such as a blacksmith having a +1 scimitar or a +2 studded leather armor. I find that it's more about understanding how connected a town is to major trade. So if a character wants to commission a special item, a more connected town would be more capable of completing that request versus a less connected town which might not be able to procure the needed materials.
2. If a player wants a custom item, how do I implement this into the game?
See above to start. Knowing which cities are your biggest hubs of trade makes a huge difference. Once you know that, you can easily say, "Okay, this nearby town would surely have a trade route to Big Trade City." And thus, material connections. Aside from that: Collection Miniquests. It's definitely valid to have an NPC say, "I could fulfill this request, but you would need to provide me with the Exotic Components" ie dragon scales for dragon scale armor, Bullet hide for some good medium armor, etc. You could easily turn this into some side-quest material!
3. How does 'Haggling' work
I highly suggest "Sane Magical Prices" PDF to start with. Use this as a basis for "minimum" price for magical items. But overall, haggling should be a combination of RP and dice roll from your PCs - if they RP a convincing argument at your NPC, let them roll for persuasion. Set the DC to something middling, like 13-17, depending on the rarity of the item, maybe higher for a very rare or valuable item. If they roll "close enough" (even if not exactly your DC) have the NPC be flexible with the price. So say you have a "rare" item valued at 10kg, and the NPC makes an argument for 8kg and rolls 15 when you set the DC to 17; maybe the NPC then says, "Well, no way can I do THAT low! But I like your spunk. I'll do 19kg, and no less!" But the keyword flexibility.
4. How do I stop my players from killing wandering merchants?
The same way you stop PCs from being murder-hobos; allow them to do it if they really will, but set dire consequences. Keep your merchants in populated towns so they can't murderhobo on the road; and if they do anyway, don't be afraid for the city guard to come after the PCs with high bounties.
5. How do I let my players know that they can actually 'search' the stores to find what they're looking for, instead of having them walk into a shop and try and look at every individual item?
This is a tricky one. Some DMs like to have open-ended shops where the PCs can potentially find anything they're looking for with a high enough roll; some DMs like to have set items at specific shops. I err towards the latter, while on RARE occasion making space for the former. Most shops have a set inventory that I don't deviate from no matter how well the PCs roll, but once in a blue moon I'll have a magic item shop where they could potentially find a wider variety of goods. I find that controlling the items helps me control the game better. I had a DM once that let me look for ANYTHING I WANTED in a city, and due to meta-reasons my character was looking for something specific which he then found, and then ended up being nearly gamebreaking because of how much it granted him. Try to avoid that. So basically: let them look at every individual item, if they will, but sometimes a shop has a "back room inventory" if your players are lucky enough - and maybe they have to pass a hard persuasion check to be that lucky.
1. Only if I decide I want to have a magical item shop.
2. If it's an item that should've already been in the world, I'll add it to the world and the player may or may not be able to get it. If it's a reasonably balanced item that people probably wouldn't have already made, I'll let them craft it or have someone craft it, with appropriate costs and/or quests. If I don't want it in the world, it doesn't exist.
3. I don't usually allow haggling for anything relatively cheap for PCs. For expensive/magic items, it will be a DCless persuade check that determines the price they can get.
4. Wandering merchants are able to wander with their goods for a reason, either their goods aren't worth killing them over, they are personally powerful or there is some entity or organization powerful enough to protect them. If the PCs kill merchants with worthwhile wares, they will soon find sizeable bounties on their heads as the result of divination spells.
5. Tell them they can 'search' the stores rather than look at each item.
Haggling is up to you. You could get them to roll charisma persuasion or intimidation checks. Depending on how much they beat it by is how much the shop keeper is willing to come down. 3 failed checks and the bartering is over. There are systems around.
I have a deck of magic item cards and I pick a bunch depending on the shop type. Then I ask them to pick a couple at random and that’s what the shop has. Sometimes it’s what they’re after, sometimes not. But it’s fun. And then we haggle over price, which I have no system for, sorry.
This can be tricky, depending on setting. Am currently in a homebrew campaign where the setting has low resources to begin with. DM has set minimum sale prices anywhere from 10-100 times PHB prices and the players have yet to find a merchant willing to haggle. With prices that high and zero haggling, the PC's have simply stopped going into shops and have started trying to learn their own skills to repair gear, make new gear, etc. That said:
1) basic shops generally have all the basic items available
2) DMG has some ideas for magic items, Xanathar's (ch. 2) has ideas for both non magic and magic items. Both cover magic items more, but might give you a starting point in flavoring what works in your campaign.
3) In open air markets around the world, haggling is expected. Have seen some merchants be offended when an "unaware of the traditions" tourist didn't haggle and others that simply took advantage of the naive tourist. "This doodad is an authentic replica of a 5th dynasty heriloom (it's junk). Master artisans (slave labor) worked tirelessly to create this one of a kind item (have a dozen in a box below the table). It's price is immeasurable, but, because you strike me as someone who truly appreciates it(sucker for even looking at it), I will sell it to you for 20gp (it's worth 2 sp)."
Character counter offers a lower price. Merchant appears insulted, waxes poetic about the virtues of the doodad and offers something lower than his starting price. This goes back and forth - the more creative the player is in presenting their counter offer, the longer this takes, but also the lower price they will get - until a bargain is made.
4) Punish murderhoboing with a passion. I routinely have barkeeps be former adventurers and if brazenly attacked things get "interesting" quickly. The other reply's have covered this well.
5) As mentioned by others, I just have the NPC ask what they are looking for. Maybe preface the interior description with the basic "assortment of various items..." If by "search" you mean actively search the place like they would a dungeon room... NO. That would result in the authorities showing up.... in my interpretation.
DMSGuild.com has some interesting resources:
Discerning Merchant's Price Guide
Traders and Merchants