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*Pathfinder & Starfinder
How do wandering merchants survive?
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<blockquote data-quote="hong" data-source="post: 4222352" data-attributes="member: 537"><p>I see this as a compromise between 1) the world is a scary, dangerous place; and 2) being able to convert your bling into powerups.</p><p></p><p>In the abstract, I consider the hefty markup as representing the fact that it's a buyer's market: you may find a +1 sword, but people who want it and are able to use it may be few and far between. (Recall that items now have level prerequisites, and while I haven't seen any hard-and-fast rules governing how these interact with levelless NPCs, it seems reasonable to say that most people won't beable to use items.)</p><p></p><p>A more strict implementation might be that you have to hang on to your items until a suitable buyer comes along, which might be an X% probability per session where X is really small. But that's rather tedious, and possibly annoying. So instead the game lets players sell their stuff whenever they want, but the price they pay is that they have to accept whatever markup the merchant wants to charge. It's a convenience premium, to allow people to get on with the game.</p></blockquote><p></p>
[QUOTE="hong, post: 4222352, member: 537"] I see this as a compromise between 1) the world is a scary, dangerous place; and 2) being able to convert your bling into powerups. In the abstract, I consider the hefty markup as representing the fact that it's a buyer's market: you may find a +1 sword, but people who want it and are able to use it may be few and far between. (Recall that items now have level prerequisites, and while I haven't seen any hard-and-fast rules governing how these interact with levelless NPCs, it seems reasonable to say that most people won't beable to use items.) A more strict implementation might be that you have to hang on to your items until a suitable buyer comes along, which might be an X% probability per session where X is really small. But that's rather tedious, and possibly annoying. So instead the game lets players sell their stuff whenever they want, but the price they pay is that they have to accept whatever markup the merchant wants to charge. It's a convenience premium, to allow people to get on with the game. [/QUOTE]
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How do wandering merchants survive?
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