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"Auction-style" magic shoppes
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<blockquote data-quote="Lanefan" data-source="post: 7135869" data-attributes="member: 29398"><p>OK. I'll get back to this below.</p><p></p><p>In our crew we're nearly all like that - a greedy bunch of remorseless murderhobos except without the hobo part. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Which DMG? There's been a few... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>So, no account for in-game time passage if the party's just hanging out in town for the winter? I'd throw in a time factor - something like either once per adventure or once per month, whichever comes first. </p><p></p><p>I DMed a party that did it this way once and it turned into a nightmare. One character always drafted the highest-value item on the list, no matter what it was, then would sell or barter it into what she really needed...and pocket the difference. She ended up stinking rich compared to the others in the party, leading to an imbalance it took years to correct.</p><p></p><p>Also, a headache with items having lower sell prices than buy prices is that now every item has, in effect, two values - a low and a high. This can make equalizing treasury division very messy - is a claimed item given high value, or low value, or something in between? Every time an item is claimed, or a claim is dropped, everyone's share changes. It got so bad that I-as-DM eventually put my foot down and dictated (very artificially and arbitrarily) that the sell price and buy price of items would henceforth be the same (so, a single-value system), and that's still how I do it today.</p><p></p><p>Your system would maybe make this even worse, as an item might now potentially have many values. Ouch!</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7135869, member: 29398"] OK. I'll get back to this below. In our crew we're nearly all like that - a greedy bunch of remorseless murderhobos except without the hobo part. :) Which DMG? There's been a few... :) So, no account for in-game time passage if the party's just hanging out in town for the winter? I'd throw in a time factor - something like either once per adventure or once per month, whichever comes first. I DMed a party that did it this way once and it turned into a nightmare. One character always drafted the highest-value item on the list, no matter what it was, then would sell or barter it into what she really needed...and pocket the difference. She ended up stinking rich compared to the others in the party, leading to an imbalance it took years to correct. Also, a headache with items having lower sell prices than buy prices is that now every item has, in effect, two values - a low and a high. This can make equalizing treasury division very messy - is a claimed item given high value, or low value, or something in between? Every time an item is claimed, or a claim is dropped, everyone's share changes. It got so bad that I-as-DM eventually put my foot down and dictated (very artificially and arbitrarily) that the sell price and buy price of items would henceforth be the same (so, a single-value system), and that's still how I do it today. Your system would maybe make this even worse, as an item might now potentially have many values. Ouch! Lanefan [/QUOTE]
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