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Community
General Tabletop Discussion
*TTRPGs General
How do you handle (mundane) item pricing?
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<blockquote data-quote="jgbrowning" data-source="post: 714762" data-attributes="member: 5724"><p>Well here's what i do. (And this is more fully explained in "A Magical Medieval Society: Western Europe"... see the publishers forum.. *plug* *plug* <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>Every item as a Purchase DC. This is the DC that must be rolled for the PC to purchase the item at the PHB list price.</p><p></p><p>DCs are modified by: Community size, how much the PCs offer (overprice and underprice), the price of the item in the PHB, and any campaign specifics.</p><p></p><p>For example: Oswync fitz Richer needs a pound of nutmeg (Purchase price DC 12) for his next dinner party. He lives in Pushkar (a large city, purchase roll modifier of +9) so he shouldn’t have any difficulty finding nutmeg. Unfortunately, the player rolls a 1 for his purchase roll. Oswync can’t find anyone willing to sell nutmeg at 11 gp a pound in Pushkar, and his dinner party is tomorrow night! Oswync decides to offer the spice merchant 13.75 gp (1.25 buyer’s modifier of +1, giving a total +10 to his roll) and the player rolls again. This time he gets a 15 and Oswync’s dinner party is saved!</p><p></p><p>This system simulates a complex economy. GMs should create production centers (like a dwarven city renown for its weapons) and then create demand centers. Purchase DCs are lower at production centers and higher at demand centers. If long distances separate production and demand centers, intermediary cities develop as transit commercial centers. A good historical example is silk. It was produced in the Far East and transported to the Middle East by one group of traders who then sold it to another group of traders who moved it into Europe. The cities that stood in the middle of the silk route became very wealthy. As the DCs fluctuate from location to location, so do prices.</p><p></p><p>its pretty simple and elegant and provides a good solution to a complex problem. There are a few flaws with it... (not all items will be defacto less expensive in larger cities) but it is flexible enough for GMs to do whatever they want to with it.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 714762, member: 5724"] Well here's what i do. (And this is more fully explained in "A Magical Medieval Society: Western Europe"... see the publishers forum.. *plug* *plug* :) ) Every item as a Purchase DC. This is the DC that must be rolled for the PC to purchase the item at the PHB list price. DCs are modified by: Community size, how much the PCs offer (overprice and underprice), the price of the item in the PHB, and any campaign specifics. For example: Oswync fitz Richer needs a pound of nutmeg (Purchase price DC 12) for his next dinner party. He lives in Pushkar (a large city, purchase roll modifier of +9) so he shouldn’t have any difficulty finding nutmeg. Unfortunately, the player rolls a 1 for his purchase roll. Oswync can’t find anyone willing to sell nutmeg at 11 gp a pound in Pushkar, and his dinner party is tomorrow night! Oswync decides to offer the spice merchant 13.75 gp (1.25 buyer’s modifier of +1, giving a total +10 to his roll) and the player rolls again. This time he gets a 15 and Oswync’s dinner party is saved! This system simulates a complex economy. GMs should create production centers (like a dwarven city renown for its weapons) and then create demand centers. Purchase DCs are lower at production centers and higher at demand centers. If long distances separate production and demand centers, intermediary cities develop as transit commercial centers. A good historical example is silk. It was produced in the Far East and transported to the Middle East by one group of traders who then sold it to another group of traders who moved it into Europe. The cities that stood in the middle of the silk route became very wealthy. As the DCs fluctuate from location to location, so do prices. its pretty simple and elegant and provides a good solution to a complex problem. There are a few flaws with it... (not all items will be defacto less expensive in larger cities) but it is flexible enough for GMs to do whatever they want to with it. joe b. [/QUOTE]
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How do you handle (mundane) item pricing?
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