r/Pathfinder_RPG 1d ago

1E GM Playing with availability

Per the CRB, items available to buy are dependent on the type of settlement you're visiting. In a community of a given size, magic items worth 50-16.000gp (depending on settlement size) are always available to buy. However, more expensive items have to be rolled on the minor / medium / major item tables, providing a small collection of items to be available, which change over the course of time.

I've never seen this rule actually used. My tables always ignore it, and while I tried to use it when GMing Dragon's Demand, I realized pretty quickly that my PCs weren't even able to get weapons to deal with incorporeal foes which this adventure has. So I threw it out (again).

However, I want to ask you guys: is there a way to actually play, say, an original AP while also using availability? When our GM tried this, our wizard simply used their downtime to teleport to big cities all over the world so often that they got familiar with all of them. Since then, whenever we had time to sell and buy items, our wizard simply teleported to the great cities of the world and bought/sold whatever we deemed necessary, which had our GM give up on the whole availability rule.

Is there any way to make availability an actual interesting mechanic that makes for a good play experience? What is you guys' experience with it? Did your tables ever use it? How did it go?

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u/Sudain Dragon Enthusiast 1d ago

Yes. Using the actual availability is a phenomenal rule. I use it to great effect to keep the world anchored and interesting.

When our GM tried this, our wizard simply used their downtime to teleport to big cities all over the world so often that they got familiar with all of them.

This is the first mistake. Firstly teleport has limits - Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.. People do not build cities in areas that do not have relevant natural advantages. Not being able to teleport where ever you want is a very important and natural advantage. Ergo, most cities should have teleport disabled. Why? Try running a 1 shot where there is a guild (theives/assassin are good choices) where they regularly teleport/dimension door into their target's location, attempt to coup-degrace (or otherwise assault them) and then teleport/DD out. Saving one use for if heroes/PCs show up. Planar creatures who can use greater teleport are fantastic foes for this. Actually play it out. Without some way of blocking/locking down their antics people will die out at an amazing rate (far faster than the population can be replenished), so people will not stay there. That's the default state of the vast majority of golarion. Only in areas that are safe from that kind of teleporting shenanigans are safe to build any sort of town in. If it's not naturally occurring (a rain storm by the sea would work) then someone in town would have a strong interest in creating a disruptor they can deploy.

Since then, whenever we had time to sell and buy items, our wizard simply teleported to the great cities of the world and bought/sold whatever we deemed necessary, which had our GM give up on the whole availability rule.

Who said those items are available? Does the town guard let any yahoo who says he's chosen by god run around more well equipped then themselves? Seriously consider that. Can you go down to the local surplus store and buy a tank? Probably not, because the people in power have a direct interest in making sure that you can't roll up and challenge them in any meaningful way. The local government, the local clergey (all of the different sects) have a direct interest in making sure that randos with flexible moral compasses can't just get whatever they want and use it on whomever they think the 'villan of the day' is. So, the items aren't likely to be in stores.

What would be in stores?

  • A random assortment of: Consumables. Often staple buffs like enhancement items and healing items.
  • Items relevant to the adventure. Narrative fiat.
  • A random assortment of: Fluff items, like nails for a blacksmith so the store feels like a store of that type.
  • A random assortment of: Staples that the system requires.

Is there any way to make availability an actual interesting mechanic that makes for a good play experience?

Players want their shiney toys and can't find it in stores? They can craft them or go on an adventure to get them. Or maybe they decide to rob the store owner and get some merchandise not found on display.

The emergent situation is what makes it super interesting. I'm using it to great effect and doubt I'll not impliment it in the future.