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Switch to Forum Live View Dragon 394 - Design & Development: Executioner Assassin
2 years ago  ::  Jan 02, 2011 - 9:27PM #11
RubicantX
Date Joined: Jul 6, 2010
Posts: 346

Dec 30, 2010 -- 1:49PM, Cyber-Dave wrote:

Seriously? Using words like then instead of than are some of the most common mistakes made on forums. More often than not such mistakes happen not due to a misunderstanding of the word's use but rather due to typos that don't get caught by your web browser's spell check. It is only a single letter of difference, after all, and most of us type by habit. Was it really necessary to call him out like that?




Yes. Note the villain as my avatar.
I figured the kitty-lover would, perhaps, appreciate knowing the difference between two words that are commonly used incorrectly in each others place.
~Fire Fiend Rubicant
(Again: I love the orange tabby wearing a hat, so adorable. No offense intended with my correction.)

"Internet moderators have as much intelligence as the Sahara Desert has rain." - RubicantX
ORC's are not known for high Int stats.
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12 months ago  ::  Jun 12, 2012 - 3:13PM #12
CelekDraco
Date Joined: Sep 19, 2008
Posts: 4
Hello! I just thought I'd put this info out there, in case anyone else had this problem and didn't know how to resolve it.

My group is about to run a new lvl 1 adventure and we had a couple people who wanted to play the assassin. However, there were arguments about how to process the costs of ingredients for making the poisons. The poison choices given to the assassin in the character builder are listed without a price in the equipment marketplace. These are the rules I set as DM.

Pricing out Poison Ingredients and Quantities
The poisoner's kit (25gold) was set at having enough ingredients to create 10 doses/vials
Since the kit contains tools of the trade, as well as the ingredients, adding 10 doses more worth of ingredients for 25gold didn't make sense.
I set the purchasing of additional ingredients at enough for 1 dose = 1 gold.
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PROBLEMS
However, this is a little pricey for a lvl 1 character, which is where some of the arguments began. I didn't want to make the doses cheaper because poison ingredients would be a blackmarket item, considering most towns would throw you in jail for being caught with the kit. 10 days worth of food rations is 5 gold. I wanted 10 doses worth of ingredients to be more than 5 gold, as a much more dangerous item to sell for a merchant.
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SOLUTIONS
I decided to comp the initial purchase of the poisoner's kit (25 gold) to offset the price problem.
This decision was based on that a character wouldn't just wake up and decide to be an assassin (ok, maybe he would). However, no one would just hire a random guy who wanted to kill people. The character would need an "in." His "in" could be having been trained and vouched for by an Assassins' Guild, or by an old assassin he meets who becomes his master. He could have been a thug in a blackmarket ring who unexpectedly got promoted by having a basic assassin job thrust at him. Obviously, the player would figure out his own specific background story. However/whereever the character got his "in," would also be where he was given his first poisoner's kit, in order to complete his first job.

There was still a little grumbling at this point, so I said I would also consider a DC check in certain evirons to scavenge ingredients. I haven't decided what the DC check would be yet, but it would be for Nature. I'm thinking a moderate DC based on level, since higher levels get nastier poisons, which would have rarer ingredients in nature.
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Anyway, I hope this helps anyone else who ran into this problem.
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