Archive for July, 2004

How to Remove Internet Explorer

Thursday, July 29th, 2004

There’s an article on How to Remove Internet Explorer. Unfortunately, I won’t be able to implement this at work as one of the applications we’re using is very much tied into IE. I am using Mozilla for everything else though, which has cut our virus infestations down to 0.

Maps

Sunday, July 25th, 2004

Maps

Random Dungeon Generator

City Maps

Map -A-Week

TotalGaming.net

Thursday, July 22nd, 2004

I read Draginol’s rant about who the real game pirates are. Anyhow, when I upgrade my computer, I’ll have to give TotalGaming.net a try. It’s really too bad that I can’t afford to upgrade my computer now, but it seems that every time I get a decent amount of money in hand, we wind up visiting my wife’s family out in Alberta and the trip out there (along with vehicle repairs and maintenance) sucks up the pitiful amount of money I’ve managed to put aside.

Authors I Enjoy

Wednesday, July 21st, 2004

I was thinking about authors I enjoy. There are a few authors whose books I buy as soon as they come out.

Laurell K. Hamilton is currently at the top of the list. I’m not sure exactly why it is, but at present she’s probably my favorite author. I find her writing to very sensuous. Her books seem to be saturated with sex, but if you actually count the sex scences (including a non-Clinton definition of sex) there are only two or three per book.

John Ringo is more in line with what I’ve usually enjoyed. I realise that his stories are not terribly deep, but they are enjoyable (which is more than can be said for a lot of deep books). Most of his stories revolve around blowing stuff up. I’m enjoying his “There Will be Dragons” series, which is a fantasy series with all the standard fantasy cliches brought to life by very high tech.

Lois Bujold’s books are very enjoyable (and probably somewhere between Laurell Hamilton’s and John Ringo’s). These books alwas make me laugh at least once per book. Too bad it’s so long between books. There’s no sign of when her next Miles book will be out.

A mp3 and ogg/vorbis manager and tag editor

Tuesday, July 20th, 2004

I need a better way to organize my mp3s. Maybe prokyon3 will do the trick?

Doin’ the PDF shuffle

Monday, July 19th, 2004

I really wish more people would figure out a way of avoinding Doin’ the PDF shuffle. Trying to read PDFs on my computer drives me nuts. I often end up printing a document out, reading it, and throwing it way, which is a complete waste of time and paper.

bit torrent file search

Saturday, July 17th, 2004

bitoogle :: the bit torrent file search engine (bittorrent)

bt bot

n4p

Learning CSS

Tuesday, July 13th, 2004

Learning CSS is one of those projects that I really need to do and just haven’t yet. Sigh, someday soon I’ll get to it.

Sold!

Sunday, July 11th, 2004

From http://3d6.org/sold.doc

Sold!
A Little System for Selling Magic Items

If the PCs in your campaign want to sell magic items, this abstract system provides a satisfying means of resolving those transactions quickly during the game. It’s based on the idea that since there is a market for magic items in most D&D games, the PCs should have the opportunity to try and sell their items for more money than the flat “50% of market value” approach presented in the DMG allows.

Step 1 – Asking Price. Set your asking price for the item, in the form of a percentage of its market value (MV) that is divisible by 5%. This price can never be more than 125% of the item’s MV. For example: 55%, 75%, 115%.

Step 2 – Lowball Price. Also set a lowball price – one at which you might be willing to sell the item, if someone made you an offer. This should be at least 5% less than your asking price, and must also be divisible by 5%.

Step 3 – Find a Buyer. Make a Gather Information check, DC 10 + caster level (CL) of the item + 2 for every 5% that your asking price is over 50% (conversely, -2 for every 5% that your price is under 50%). It takes 1d2 days to make this check, you can take a 10 on it (but not a 20), and no one can assist you on the roll. For example: setting your asking price at 75% for a CL 5th item gives you a DC of 10 + 5 (CL 5th) + 10 (2/5% over 50% base) = 25.

? If you succeed at the check, you’ve found a buyer willing to pay your asking
price. You can either sell at that price, taking 1d3 days to complete the sale, or you can try to haggle (see Step 4).

? If you fail the check but equal or beat the DC for your lowball price,
someone offers you that much for the item. You can take it or leave it, and if
you choose to take it you can try to haggle (see Step 4). If you decide to sell
without haggling, it takes 1d3 days to make the sale.

? If you fail and don’t beat your lowball DC, you can keep trying again until
you have spent a week searching for a buyer. Each check takes 1d2 days.
After 1 week of searching, you must wait another week before you can start
trying to find a buyer again.

Step 4 – Haggle (Optional). Once you’ve found a buyer, you can try to get a better price for your item. Make a Diplomacy check against the same DC as the Gather Information check in Step 3. You cannot take a 10 (or 20) on this check, and no one can assist you on the roll. If you decide to haggle, you must abide by the result, whether it’s in your favor or not.

? If you succeed, add 1% to the sale price for every point by which you beat
the DC. It takes 1d3 days to complete the sale.

? If you fail, subtract 1% from the sale price for every point by which you
missed the DC. It still takes 1d3 days to make the sale.

Step 5 – Describe the Sale. After the sale is complete, the DM should briefly describe what happened, using any details provided by the player before Step 1. Because this is an abstract system, this works best if the description is evocative and flavorful, but doesn’t have a whole lot of impact on the game. On the other hand, if the PCs were warned beforehand that the only buyers for their unwanted darkskull would probably be as evil as the item itself, then by all means follow through on it.

Notes

? The same steps are followed for each magic item the PC wants to sell. They can be attempted concurrently by different PCs, or by a combination of PCs and any middlemen they hire to act on their behalf (who will usually demand a percentage of the sale price as their fee).

? The DMG’s guidelines for cash on hand based on settlement size apply normally, and the DM can make ad hoc adjustments to represent contacts, clever roleplaying, being in a huge city, an eager market, etc. In general, the more ad hoc adjustments you allow, the more money clever PCs will be able to make selling their items.

? You can use the skill Profession (merchant) in place of either Gather Information or Diplomacy (or both).

? In general, direct spell use is prohibited while trying to sell items. Individual DMs may decide to allow it to one extent or another, but this system abstracts a complex series of activities into a couple of rolls – the more factors you take into account, the closer you are to just needing to roleplay out the entire sale.

A Full Example

The seller: A 5th level PC, Gather Information +14 (8 ranks + 4 CHA + 2 feat), Diplomacy 16 (same as Gather Information + synergy from Bluff ranks). She’s trying to sell a ring of protection +2, a caster level 5th item with an 8,000 gp MV.

Step 1. She sets her asking price at 75% of MV.

Step 2. Her lowball price is set at 65% of MV.

Step 3. Finding a buyer: The DC for the Gather Information check is 10 + 5 (CL 5th) + 10 (+2/5% over 50%) = 25. Assuming an average roll (10), she gets a 24 – not enough for the asking price, but enough for the lowball price (DC 21). This takes 1d2 days, and she decides to go for the lowball offer and try to haggle it up closer to 75%.

Step 4. Haggling: She makes a Diplomacy check, DC 25. Assuming an average roll (10 again), she gets a 26 – raising the sale price by +1% to 66%. The buyer gives her 66% of MV, or 5,280 gp, and it takes 1d3 days to complete the sale.

If she had gotten a good roll (let’s say 15) on both checks, she would have found a buyer at 75%, and haggled the price up by 6% to 81% of MV – earning her 6,480 gp for the sale. Rolling a 20 on the Diplomacy check would have made the final price 86% of MV, or 6,880 gp.

Step 5. Since the PC is in a small city with a struggling city guard, the DM decides that the buyer for the ring of protection was a Captain in the Nightwatch. With crime on the rise in the city, he knew his job was about to get more dangerous – so he spent a huge sum of money on this ring, hoping it would save his hide while he was trying to prove himself to his superiors.

Rationale

Higher level PCs will be able to sell higher CL items more easily, and be able to get more money for lower CL items. Characters tweaked for social skills will consistently sell for 75% or more of MV for most items, and as they go up in level will be able to consistently get 100% of MV for low CL items.

There are three types of game in which this system won’t work:

? Magic is so low that the PCs never want to sell items – they cling fiercely to everything they find.
? Magic is so high that magic shops are common and there’s little incentive to pay more than 50% of MV for magic items.
? Every magic item the PCs find is tailored to the party, giving them no reason to sell items at all.

Assuming your game doesn’t fall into one of those three categories, this system should be of use to you. It models a complex series of activities in a way that rewards PCs for putting points into social skills, but doesn’t require a lot of time or effort to resolve in-game. This lets you spend more time on adventuring and less time on micromanagement – but in a more satisfying way than simply saying, “You get 50% on everything you sell.”

Options

? If you want professional merchants to have an edge in this type of transaction, allow Profession (merchant) to receive synergy bonuses from Bluff, Diplomacy or Gather Information – or all three. If the PC in the above example used Profession (merchant) and got all three bonuses, she’d be able to sell an item for 90% of MV by taking a 10 on the check in Step 3.

Including this option encourages PCs to take ranks in an underused skill (plus three other social skills) – or to hire middlemen who are naturally quite better at making the sale (for a fee, of course). Either way, it makes selling magic items more profitable for the PCs.

? Timewise, you can lengthen the process a bit by not allowing the seller to take 10 on the Gather Information check. Depending on how high the asking price is set, this will tend to increase the likelihood that they’ll have to roll more than once to find a buyer.

? Want magic items to be harder to sell? Bump the base DC up to 12 or 15. This creates a significant barrier for most lower level PCs, but becomes less of one at higher levels.

? Want items to be a bit easier to sell, if the seller is willing to take more time searching for a buyer? Grant a +1 cumulative bonus to the Gather Information check for each previous check that’s been made (but keep the one week “cool down period” mechanic in place).

? For a bit more depth, change the base DC to a variable determined by settlement size:

Metropolis 10
Large City 11
Small City 12
Large Town 13

You might also want to limit the sale of magic items to Large Towns and above. If not, just continue the progression up to base DC 17 for a Thorp.

Acknowledgements

After playing a session that was a bit bogged down by mundane tasks, my gaming group came up with the idea of creating a simple system for selling magic items in-game. Three of the players in this campaign, Nathan, Matt, and Stef, all provided excellent inspiration and feedback.

When I asked how others resolved the sale of magic items on the EN World messageboards, I got a lot of good responses. Four posters in particular contributed ideas that helped me come up with this little system: Ambrus, Larcen, njrpg and Spatzimaus.

My thanks to all of you!

haiiro
July 7th, 2004
3d6.org

Random Game Locations

Friday, July 9th, 2004

Adventure Locales

Vicious Venues: The Ruined Tower

Adventures

D-Link Antennas: DWL-M60AT and ANT-0400

Friday, July 9th, 2004

These D-Link antennas might be useful for bouncing my connection around when I build a house (depending on when and where I buid it).

Into the Blogosphere

Friday, July 9th, 2004

Into the Blogosphere
looks interesting, but as with a lot of things it’ll probably drift off into the collection of sites that I really should read someday…

(via Seblogging)

Random Encounter Tables

Thursday, July 8th, 2004

Random Encounter Tables could be useful, especially if I try to do less steering and just let my players wander the world and find what adventures they can. I’ve run my players through Siege on Ebonring Keep and Banewarrens, which has gone well.

A Fantasy Encounter Table

Encounter Maker

Mother of All Encounter Tables

Writing Well on the Web

Wednesday, July 7th, 2004

A good article on Writing Well on the Web

Key points:
1. Keep content scannable.
2. Keep content short.
3. Keep content segmented.

What Men Really Want

Thursday, July 1st, 2004

It seems that every time I decide that Dave Pollard is completely nuts, he comes up with another fascinating article like this one. I would have to say that he’s pretty much on target as far as I’m concerned.

I would rate games above sex, but maybe that’s because I am in a relationship. Sex does make up a fair chunk of my fantasy life, so maybe he has a point in rating it first. I do enjoy making things, but I find it frustrating that I can’t make beautiful things, only functional ones. I can accomplish pretty much any task, but it often ends up looking like a Rube Goldberg machine. I suppose the motion thing is apt too - I ride my bike to work most days and I am taking Tae Kwon Do for fun. I wouldn’t have rated it as a fundmental desire.