Here's an idea for y'all.
I was thinking what if we could simplify the price multiplier and get rid of all (most) of the math?
How about this simple routine, that uses two six-sided dice.
The MULTIPLIER is a number ranging from 1-12. 1 means half price. All other numbers mean "subtract 1, then multiply with list price". So our +1 Longsword would cost 500 gp (MULT 1), 1000 gp (MULT 2), 2000 gp (MULT 3) and so on.
Here's how to generate the MULT:
roll 2d6. Finished.
Then, each "tick" (visit, week, or whatever), you perform the following little routine.
A. Roll two six-sided dice.
B1. If the
smallest of the dice is higher than MULT, the item disappears (is sold etc)
B2. if the
largest die is less than MULT, MULT is set to its level
B3. if the
largest die is equal to MULT, MULT is decreased by 1
B4. if the
largest die is higher than MULT, MULT stays unchanged
A few examples:
I roll two dice and get 6 and 3. The initial MULT is 6+3=9 for a 8000 gp asking price the first week.
At the next week, I again roll two dice: 5 and 3. This is case
B2 and the MULT is changed to 5. Asking price 4000 gp
The next week, I roll 1 and 5. This is case
B3 and MULT goes down to 4. Asking price 3000 gp
The next week, I roll 5 and 4. This is case
B4 and MULT stays unchanged.
The next week, I roll 6 and 6. This is case
B1 and the item disappears.
A few more sample rolls I just did, to show the progression. All for our +1 Longsword. Assuming the players characters never buy anything, of course.
6 5000 gp
2 1000 gp
-
8 7000 gp
3 2000 gp
3 2000 gp
-
5 4000 gp
4 3000 gp
3 2000 gp
2 1000 gp
1 500 gp
-
9 8000 gp
4 3000 gp
4 3000 gp
3 2000 gp
2 1000 gp
-
11 10000 gp
6 5000 gp
5 4000 gp
1 500 gp
-
A quite nice progression for such a simple mechanism, wouldn't you say?
Note how the "exponentiality" comes built-in. No tables or squaring math needed