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<blockquote data-quote="CapnZapp" data-source="post: 7137543" data-attributes="member: 12731"><p>Here's an idea for y'all.</p><p></p><p>I was thinking what if we could simplify the price multiplier and get rid of all (most) of the math?</p><p></p><p>How about this simple routine, that uses two six-sided dice.</p><p></p><p>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.</p><p></p><p>Here's how to generate the MULT: <strong>roll 2d6</strong>. Finished.</p><p></p><p>Then, each "tick" (visit, week, or whatever), you perform the following little routine.</p><p></p><p><strong>A.</strong> Roll two six-sided dice.</p><p><strong>B1.</strong> If the <strong>smallest</strong> of the dice is higher than MULT, the item disappears (is sold etc)</p><p><strong>B2.</strong> if the <strong>largest</strong> die is less than MULT, MULT is set to its level</p><p><strong>B3.</strong> if the <strong>largest</strong> die is equal to MULT, MULT is decreased by 1</p><p><strong>B4.</strong> if the <strong>largest</strong> die is higher than MULT, MULT stays unchanged</p><p></p><p>A few examples:</p><p></p><p>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.</p><p></p><p>At the next week, I again roll two dice: 5 and 3. This is case <strong>B2</strong> and the MULT is changed to 5. Asking price 4000 gp</p><p>The next week, I roll 1 and 5. This is case <strong>B3</strong> and MULT goes down to 4. Asking price 3000 gp</p><p>The next week, I roll 5 and 4. This is case <strong>B4</strong> and MULT stays unchanged.</p><p>The next week, I roll 6 and 6. This is case <strong>B1</strong> and the item disappears.</p><p></p><p>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.</p><p>6 5000 gp</p><p>2 1000 gp</p><p>-</p><p></p><p>8 7000 gp</p><p>3 2000 gp</p><p>3 2000 gp</p><p>-</p><p></p><p>5 4000 gp</p><p>4 3000 gp</p><p>3 2000 gp</p><p>2 1000 gp</p><p>1 500 gp</p><p>-</p><p></p><p>9 8000 gp</p><p>4 3000 gp</p><p>4 3000 gp</p><p>3 2000 gp</p><p>2 1000 gp</p><p>-</p><p></p><p>11 10000 gp</p><p>6 5000 gp</p><p>5 4000 gp</p><p>1 500 gp</p><p>-</p><p></p><p>A quite nice progression for such a simple mechanism, wouldn't you say?</p><p></p><p>Note how the "exponentiality" comes built-in. No tables or squaring math needed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7137543, member: 12731"] 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: [B]roll 2d6[/B]. Finished. Then, each "tick" (visit, week, or whatever), you perform the following little routine. [B]A.[/B] Roll two six-sided dice. [B]B1.[/B] If the [B]smallest[/B] of the dice is higher than MULT, the item disappears (is sold etc) [B]B2.[/B] if the [B]largest[/B] die is less than MULT, MULT is set to its level [B]B3.[/B] if the [B]largest[/B] die is equal to MULT, MULT is decreased by 1 [B]B4.[/B] if the [B]largest[/B] 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 [B]B2[/B] and the MULT is changed to 5. Asking price 4000 gp The next week, I roll 1 and 5. This is case [B]B3[/B] and MULT goes down to 4. Asking price 3000 gp The next week, I roll 5 and 4. This is case [B]B4[/B] and MULT stays unchanged. The next week, I roll 6 and 6. This is case [B]B1[/B] 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 :) [/QUOTE]
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