Conaill said:
Think of it like a fantasy novel... I sure wouldn't want to read a novel where the author spends 2-3 pages on the protagonist haggling over pearls, if that scene doesn't contribute to the story.
I might give him a roll to see what he *actually* gets, based on his Appraise skill, Sense Motive, etc. And definitely don't just give him whatever he asks for, if whatever he asks for is far outside of the ordinary of what he might actually be able to find. But I would save the roleplaying for when it really makes a difference. (If you want to roleplay an interesting persona for the money changer, that's one thing. But that doesn't seem to be what you're talking about here.)
I agree. This is how I handle such things personally.
And of course, shock treatment is sometimes good, when players think now they are in down-time where nothing happens. So sometimes adventure happens when they don't except it to hit them in the head. Before such moment going in details is good, kinda foreshadowing.
If player wants to take and make money of anything that is not nailed now (or they can prey loose), I don't see that so bad in sense of logic. Such scavenger personalities exist in real life. And I don't think greedy adventures are so unheard of either.
f he wants to make items look more sellable (to get more money than they are worth), skill checks, maybe craft checks for true pro, or just opposed checks (bluff) for someone just trying to fast talk the deal. And appraise, bluff, and sense motive for merchant. And give merchant motivation. Player can be dealing with honest one, or with cheater. Diplomacy can be used IMO as well for many honest cases. Intimidation, welll, let's just say that it probably causes some extra results. -> trouble.
Keep taps on what rare items are available if pc:s are wanting to pay something. And there might be wait times for some times (out of stock, next ship should arrive in two weeks). If you love book-keeping you can actually keep lists, if you don't stick to rolling. If you don't like player shopping from PHB. Randomize prices a bit with skill checks and make some stuff hard to get/seasonal. Make checks general and fast, not for each item, unless they are all very special.
If I want roleplay shopping trip as dm. I run few checks and then I say something like "Well, you got your x and y and z, you get a in two weeks if you willing to wait and pay half price in advance. You didn't find d. And merchants didn't seem to know what the heck w even was. And I might mention does pc have feeling he made good deal or not.
Oh and for maney converting (like to gems), make jeweler or money-lender or whoever take some extra portion, as his deal. Some & per some unit of money converted. No reason they should do it for free. Oh and what cthulhu_duck said.
Talking too much about tactics when combat is already going on is bad habit, but I don't think it's going to change, unless you push the rule someway. Sure you can take time to tell your own actions. But advising others is something character can do for about amount of one sentance as free action in character (10-20 words). So if it is more than that and happening in 6 second round just cut him off.
I think it's better for dm to act as tactical adviser to new players, and not let some player take that role, or they feel right to be the rule-guy to those players in future too.
Let him talk tactics when they are not in combat, and if it's too near next combat situation opponents might hear them and assault them, or just have more prep time.
If he uses meta-game terms (like feat names), it's really something one does easily so that person they are talking to understands what they are talking about. Some feel this bothering others do not.