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Living Worlds
Living 4th Edition
Proposal: Let Players Sell Stuff to Other Players
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<blockquote data-quote="evilbob" data-source="post: 5107312" data-attributes="member: 9789"><p>I have also been skimming this thread, although I haven't read much of the parts about how DMs should distribute loot. Personally, I think that is immaterial to the proposal, altho a very interesting discussion.</p><p></p><p>The way I see it, the OP's suggestion would work in one of three ways:</p><p></p><p>- Seller sells item for 100% value. Advantage the seller. Buyer gets item just like normal. Seller effectively quintuples value of sold item, BUT it is extremely situational for most items.</p><p></p><p>- Seller sells item for 20% value. Advantage the buyer. Seller gets normal money, but buyer gets item for 1/5 value. Still, only extremely situational for most items.</p><p></p><p>- Seller sells item for between 100% and 20% value. Advantage both. Ideally, you could set a hard number, say 60%. At 60%, the buyer gets a very good deal but doesn't make their money go 2x as far. The seller gets 3 times the value of the sale, but again they don't get even close to the full cost. And once again: this is all situational. A wizard doesn't care what the fighter is selling: he doesn't want it.</p><p></p><p></p><p>I'd say setting a specific sale price that must be followed (and of course not allowing intra-character trade for players) seems pretty reasonable. I think if these were all real parties meeting weekly then people would certainly trade things among each other.</p><p></p><p>Either way, there's some potential clarification on the OP's request.</p></blockquote><p></p>
[QUOTE="evilbob, post: 5107312, member: 9789"] I have also been skimming this thread, although I haven't read much of the parts about how DMs should distribute loot. Personally, I think that is immaterial to the proposal, altho a very interesting discussion. The way I see it, the OP's suggestion would work in one of three ways: - Seller sells item for 100% value. Advantage the seller. Buyer gets item just like normal. Seller effectively quintuples value of sold item, BUT it is extremely situational for most items. - Seller sells item for 20% value. Advantage the buyer. Seller gets normal money, but buyer gets item for 1/5 value. Still, only extremely situational for most items. - Seller sells item for between 100% and 20% value. Advantage both. Ideally, you could set a hard number, say 60%. At 60%, the buyer gets a very good deal but doesn't make their money go 2x as far. The seller gets 3 times the value of the sale, but again they don't get even close to the full cost. And once again: this is all situational. A wizard doesn't care what the fighter is selling: he doesn't want it. I'd say setting a specific sale price that must be followed (and of course not allowing intra-character trade for players) seems pretty reasonable. I think if these were all real parties meeting weekly then people would certainly trade things among each other. Either way, there's some potential clarification on the OP's request. [/QUOTE]
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Proposal: Let Players Sell Stuff to Other Players
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