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Buy High, Sell Low is a Dumb Economic Model
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<blockquote data-quote="Rune" data-source="post: 5816492" data-attributes="member: 67"><p>The two styles are hardly mutually exclusive. Consider a Marco-Polo-on-the-Silk-Road style of campaign. Lots of exploration, and quite a bit of potential for slaying could be found along such an adventure.</p><p></p><p></p><p></p><p>It would probably be safest for the PCs to keep the goods with them (until they can place sufficiently powerful wards on them, at any rate). If this were so, the PCs would probably be traveling merchants, heading for wherever they think they are likely to find fortune.</p><p></p><p></p><p></p><p>Precisely. Sooner or later, an adventurer has to look at the merchant and think, "How do I get in on <em>that</em> action?"</p><p></p><p></p><p></p><p>The diversity of wares that a PC peddled would, of course, be entirely up to the player. I would think that, if a DM were so inclined, it would not be too difficult to establish areas where certain goods were more or less valuable in the campaign world. Of course, this breaks down if the players have access to some form of free teleportation.</p><p></p><p></p><p></p><p>Awesome. What did they do with the shop when the inventory sold out?</p><p></p><p></p><p></p><p>That's why it makes sense to cut out the middle-men.</p><p></p><p></p><p></p><p>That's one of the main problems with D&D magic items; they don't degrade in value or functionality.</p><p></p><p></p><p></p><p>That's a good point. You've really got to be able to buy and sell real-estate to have an economy that makes sense to the majority of the world's denizens while still being relevant to high-level adventurers.</p><p></p><p></p><p></p><p>Sure. It makes lots of sense for the merchant (and 4e's 20% makes even more sense to the merchant).</p><p></p><p></p><p></p><p>And, yet, I am considering it nonetheless. <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></p><p></p><p>For purposes of this hypothetical campaign, let's say the answer is "Yes."</p><p></p><p></p><p></p><p>Thank you for providing a solid answer to the question asked in the original post!</p></blockquote><p></p>
[QUOTE="Rune, post: 5816492, member: 67"] The two styles are hardly mutually exclusive. Consider a Marco-Polo-on-the-Silk-Road style of campaign. Lots of exploration, and quite a bit of potential for slaying could be found along such an adventure. It would probably be safest for the PCs to keep the goods with them (until they can place sufficiently powerful wards on them, at any rate). If this were so, the PCs would probably be traveling merchants, heading for wherever they think they are likely to find fortune. Precisely. Sooner or later, an adventurer has to look at the merchant and think, "How do I get in on [i]that[/i] action?" The diversity of wares that a PC peddled would, of course, be entirely up to the player. I would think that, if a DM were so inclined, it would not be too difficult to establish areas where certain goods were more or less valuable in the campaign world. Of course, this breaks down if the players have access to some form of free teleportation. Awesome. What did they do with the shop when the inventory sold out? That's why it makes sense to cut out the middle-men. That's one of the main problems with D&D magic items; they don't degrade in value or functionality. That's a good point. You've really got to be able to buy and sell real-estate to have an economy that makes sense to the majority of the world's denizens while still being relevant to high-level adventurers. Sure. It makes lots of sense for the merchant (and 4e's 20% makes even more sense to the merchant). And, yet, I am considering it nonetheless. :) For purposes of this hypothetical campaign, let's say the answer is "Yes." Thank you for providing a solid answer to the question asked in the original post! [/QUOTE]
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