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<blockquote data-quote="CapnZapp" data-source="post: 7138003" data-attributes="member: 12731"><p>I'm sorry but I don't understand what you're trying to say. Are you making a suggestion, or pointing out some error I made.</p><p></p><p><em>Edit: see new post below.</em></p><p></p><p></p><p>Since you mention 3e I must assume the notion of a list price being calculated from the item's utility (it's powers and abilities) is known to you.</p><p></p><p>If it's that you're actually asking me a question, please try again and I'll do my best to respond.</p><p></p><p>I don't understand what about having 0,5x to 10x as my desired target range can be difficult to grasp, and why you are so reticicient to a simple multiplier.</p><p></p><p>For the longsword, the range is 10,000 gp to 500 gp. For a potion with a 150 gp list price, the range is 1,500 gp to 75 gp.</p><p></p><p>At first, the price drop is big. As it comes closer to list price, the drop in price slows down, and the rusk of it disappearing gets larger and larger.</p><p></p><p>All of this is meant to separate the wheat from the chaff. If a player truly desires an item, she will buy it at a premium. The more she values the item, the higher she's prepared to go.</p><p></p><p>That's the idea anyway. It means that the player's own subjective evaluation of the item is entered into play. No longer do you have a static price list which the players can pore over, and select those items where the utility for them is greater than what the price creator thought of.</p><p></p><p>In the same vein, there are no longer any "red" or useless items. If you can pick up a less desired item at a bargain price, maybe it can be put to good use after all.</p><p></p><p>The design difficulty here is that prices must drop rather quickly, since you don't have more than a few visits to any given magic shoppe - then you level up, and out of the target audience. </p><p></p><p>And the price range must include a bargain level (such as "half price" as in my example), yet items can't predictably get there, or noone makes a premium purchase any longer (instead waiting for the price to fall).</p><p></p><p>Sent from my C6603 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7138003, member: 12731"] I'm sorry but I don't understand what you're trying to say. Are you making a suggestion, or pointing out some error I made. [I]Edit: see new post below.[/I] Since you mention 3e I must assume the notion of a list price being calculated from the item's utility (it's powers and abilities) is known to you. If it's that you're actually asking me a question, please try again and I'll do my best to respond. I don't understand what about having 0,5x to 10x as my desired target range can be difficult to grasp, and why you are so reticicient to a simple multiplier. For the longsword, the range is 10,000 gp to 500 gp. For a potion with a 150 gp list price, the range is 1,500 gp to 75 gp. At first, the price drop is big. As it comes closer to list price, the drop in price slows down, and the rusk of it disappearing gets larger and larger. All of this is meant to separate the wheat from the chaff. If a player truly desires an item, she will buy it at a premium. The more she values the item, the higher she's prepared to go. That's the idea anyway. It means that the player's own subjective evaluation of the item is entered into play. No longer do you have a static price list which the players can pore over, and select those items where the utility for them is greater than what the price creator thought of. In the same vein, there are no longer any "red" or useless items. If you can pick up a less desired item at a bargain price, maybe it can be put to good use after all. The design difficulty here is that prices must drop rather quickly, since you don't have more than a few visits to any given magic shoppe - then you level up, and out of the target audience. And the price range must include a bargain level (such as "half price" as in my example), yet items can't predictably get there, or noone makes a premium purchase any longer (instead waiting for the price to fall). Sent from my C6603 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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