Now, I have to say that I really do hate the appraise skill system.
The main problem with it is that it requires an amazing number of
dice rolls. For a D&D party, it is stupid to have just one
character appraise each item. The right thing to do is to have EACH
character appraise each item. Then, at least, if two of them come
up with the same price you are pretty sure it is correct.
Then, you want to take all the items to the merchant you are selling
to, and ask him what he will give you for each item. If you are
unscrupulous, you then accept all of his offers where he clearly
made an error and over-estimates the price of each item. If there
are multiple merchants, you could repeat this process to get
overbids over and over again.
When running short on merchants, the PCs should then sell all
remaining items at what appear to be fair prices. The trouble is
that for as little as 25 items, this could easily take over 200
rolls to resolve. If D&D were a reality simulation, I guess that
would be fine. But I imagine most people play for adventure, not
sales.
Anyway, I don't really have a solution. I just give people treasure
values in my games, but that is just because I am lazy and don't
want to have to look an item up again later and usually play with
people who are good about not metagaming. Maybe Appraise could be
used on "lots" of items collectively instead of each individual
item, which would save rolls. But it still gauls me.
Even weirder, with all those rules for estimating the value of
items, there are no rules for haggling/negotiating. What gives with
that? A little thought into the game could turn the mess of an
economy in it into something more plausible and workable, and also
create another useable skill in the game. (Rather than a number of
the rubbish skills which no one buys and are being phased out
gradually.)
What do other people think about this problem?
The main problem with it is that it requires an amazing number of
dice rolls. For a D&D party, it is stupid to have just one
character appraise each item. The right thing to do is to have EACH
character appraise each item. Then, at least, if two of them come
up with the same price you are pretty sure it is correct.
Then, you want to take all the items to the merchant you are selling
to, and ask him what he will give you for each item. If you are
unscrupulous, you then accept all of his offers where he clearly
made an error and over-estimates the price of each item. If there
are multiple merchants, you could repeat this process to get
overbids over and over again.
When running short on merchants, the PCs should then sell all
remaining items at what appear to be fair prices. The trouble is
that for as little as 25 items, this could easily take over 200
rolls to resolve. If D&D were a reality simulation, I guess that
would be fine. But I imagine most people play for adventure, not
sales.
Anyway, I don't really have a solution. I just give people treasure
values in my games, but that is just because I am lazy and don't
want to have to look an item up again later and usually play with
people who are good about not metagaming. Maybe Appraise could be
used on "lots" of items collectively instead of each individual
item, which would save rolls. But it still gauls me.
Even weirder, with all those rules for estimating the value of
items, there are no rules for haggling/negotiating. What gives with
that? A little thought into the game could turn the mess of an
economy in it into something more plausible and workable, and also
create another useable skill in the game. (Rather than a number of
the rubbish skills which no one buys and are being phased out
gradually.)
What do other people think about this problem?