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Living 4th Edition
Proposal: Let Players Sell Stuff to Other Players
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<blockquote data-quote="elecgraystone" data-source="post: 5103779" data-attributes="member: 74232"><p>it's not derailing it in the least. I think people trying to offload items they didn't want is one of the reason people are asking for a way to sell items off. Addressing how items are given out might just solve the issue better by cutting down on the number of items sold.</p><p> </p><p>LOL well you did say this Mal. So a totally random roll for a wizard could be a +1 club. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p> </p><p>Well there is an issue with that. What you think is useful and that the player think is useful are two different things. I agree with making sure people have the three slots filled, but giving out one of those slots that the player isn't thrilled with and the player might sell it off and start saving up for the item they really want. It makes smart sense since the next Gm might give them the item they really wanted. However they start the next adventure behind in items. Some people take a dim view of making them wait for the item they want when the next guy gets his.</p><p> </p><p>Looking at your first post, I'll address them.</p><p>#1 magic items are not going OUT of the system: Don't see this as an issue. When characters get to a certain level their items start moving up to +2, limiting the pool of items by plus. Second, players aren't guaranteed a buyer. If you are looking for an item NOW, your only option is generic buyer for 1/5. Quite honestly, the only items sold will be items outgrown or 'random' items.</p><p> </p><p>As far as the buyer getting a more powerful item, I say so? If Joe the 3rd level buys a +2 sword, it'll be a LONG time before he can expect another item drop. he better be REAL sure he like it because he's going to be looking at it for a long time. he'd better be sure he likes not having magic armor or neck items...</p><p> </p><p>#2 Long time players have more 'contacts': How does this even matter? As I understand it, the OP was looking for a kind of auction house (like WOW if you play). More or less you put an item in the auction house thread and people bid. The highest bidder gets it. How does knowing people alter that?</p><p> </p><p>The other option talked about was allowing item trades with retraining. This too wouldn't be affected by contacts.</p><p> </p><p>#3 Even if DMs endeavours to balance things out, we are talking several months per adventure: The reverse is just as true. A player with an item they don't want has the same waiting period. A player that has a fire sale to dump the items he doesn't like has to endure those months of being behind the others in the group. If he keeps the item, then he's forced to use an item he doesn't want for several months.</p></blockquote><p></p>
[QUOTE="elecgraystone, post: 5103779, member: 74232"] it's not derailing it in the least. I think people trying to offload items they didn't want is one of the reason people are asking for a way to sell items off. Addressing how items are given out might just solve the issue better by cutting down on the number of items sold. LOL well you did say this Mal. So a totally random roll for a wizard could be a +1 club. ;) Well there is an issue with that. What you think is useful and that the player think is useful are two different things. I agree with making sure people have the three slots filled, but giving out one of those slots that the player isn't thrilled with and the player might sell it off and start saving up for the item they really want. It makes smart sense since the next Gm might give them the item they really wanted. However they start the next adventure behind in items. Some people take a dim view of making them wait for the item they want when the next guy gets his. Looking at your first post, I'll address them. #1 magic items are not going OUT of the system: Don't see this as an issue. When characters get to a certain level their items start moving up to +2, limiting the pool of items by plus. Second, players aren't guaranteed a buyer. If you are looking for an item NOW, your only option is generic buyer for 1/5. Quite honestly, the only items sold will be items outgrown or 'random' items. As far as the buyer getting a more powerful item, I say so? If Joe the 3rd level buys a +2 sword, it'll be a LONG time before he can expect another item drop. he better be REAL sure he like it because he's going to be looking at it for a long time. he'd better be sure he likes not having magic armor or neck items... #2 Long time players have more 'contacts': How does this even matter? As I understand it, the OP was looking for a kind of auction house (like WOW if you play). More or less you put an item in the auction house thread and people bid. The highest bidder gets it. How does knowing people alter that? The other option talked about was allowing item trades with retraining. This too wouldn't be affected by contacts. #3 Even if DMs endeavours to balance things out, we are talking several months per adventure: The reverse is just as true. A player with an item they don't want has the same waiting period. A player that has a fire sale to dump the items he doesn't like has to endure those months of being behind the others in the group. If he keeps the item, then he's forced to use an item he doesn't want for several months. [/QUOTE]
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