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Barter / Sell Treasure Items
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<blockquote data-quote="Guyanthalas" data-source="post: 6491179" data-attributes="member: 73919"><p>Thank you all for the responses, and they were about as varied as I was expecting. <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><p></p><p>The easiest solution is clearly "liquidate the items at X% value outside of table time". (This is anywhere from 50-100%). This is how we have always done it in the past, and it annoys me. Why do I bother giving out a pearl, when I can just give them 100gp? Yes, a pearl is more flavorful... but if all anyone cares about is the 100gp then I think its flavor wasted. I like the idea of the pearl being worth ~100gp, give or take what you can get for it... but as [MENTION=2011]KarinsDad[/MENTION] put it, this isn't Merchants and Money and I run the risk of putting my players off.</p><p></p><p>The other thing that makes a lot of sense is to "group items". Selling items one at a time using a system that takes 5 minutes each is a chore. But grouping things as "Gems", "uncommon trinkets", "rare objects", etc. makes a lot of sense, and sold en masse. Now, if the players LOVE this part of the game (doubtful) individual could be allowed... but I think that's an opt-in rather than opt-out.</p><p></p><p>I was going to continue with my complex barter system anyway to see what kind of live feedback I'll get, but it will be shaped by what some people are saying. I like the idea of the exchange giving the party experience, as that rewards them for the time it takes doing this. This will probably get complex though, so I'll have to not go overboard on it. I'll post an update if anyone cares to how the group found it. </p><p></p><p>Again, thank you all for the ideas and suggestions of how you do things!</p></blockquote><p></p>
[QUOTE="Guyanthalas, post: 6491179, member: 73919"] Thank you all for the responses, and they were about as varied as I was expecting. :) The easiest solution is clearly "liquidate the items at X% value outside of table time". (This is anywhere from 50-100%). This is how we have always done it in the past, and it annoys me. Why do I bother giving out a pearl, when I can just give them 100gp? Yes, a pearl is more flavorful... but if all anyone cares about is the 100gp then I think its flavor wasted. I like the idea of the pearl being worth ~100gp, give or take what you can get for it... but as [MENTION=2011]KarinsDad[/MENTION] put it, this isn't Merchants and Money and I run the risk of putting my players off. The other thing that makes a lot of sense is to "group items". Selling items one at a time using a system that takes 5 minutes each is a chore. But grouping things as "Gems", "uncommon trinkets", "rare objects", etc. makes a lot of sense, and sold en masse. Now, if the players LOVE this part of the game (doubtful) individual could be allowed... but I think that's an opt-in rather than opt-out. I was going to continue with my complex barter system anyway to see what kind of live feedback I'll get, but it will be shaped by what some people are saying. I like the idea of the exchange giving the party experience, as that rewards them for the time it takes doing this. This will probably get complex though, so I'll have to not go overboard on it. I'll post an update if anyone cares to how the group found it. Again, thank you all for the ideas and suggestions of how you do things! [/QUOTE]
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