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<blockquote data-quote="Jacob" data-source="post: 5583308" data-attributes="member: 98644"><p>Finally found another thread that speaks my mind on this, though it's in <a href="http://www.giantitp.com/forums/showthread.php?t=145158" target="_blank">another forum</a> (not that it's a bad thing, but as it goes). The topic starter really go to me, because he got it right: if you sell an item you crafted to a merchant, you actually lose money/XP. Sadly, there wasn't much else present on how to be a merchant, other than create incredibly complex mechanics for something which shouldn't be that complex. I think. <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p><p></p><p>On having the goods being sold via RP, I find that to be a waste of time. I'm pretty hard set on selling the goods at 100%, and the constant hagglers would grind the game to a halt (have a good feeling the DM may do this via past experiences). I feel it would help the game along if it simply worked out it's own and we wouldn't have to waste anyone's time on this one detail of the game.</p><p></p><p>Besides that, he told me I would receive 75% GP value of an item at max through the RP he has in mind, and I'm not looking for that. It's also based on what he <em>feels</em> we should have, adding yet another level of control besides what treasure we get from the enemies we face. I'd much rather have a selling system built around something he or I can't control, and is lead entirely by chance (dice if you will).</p><p></p><p>And no, we still don't have a solution to this issue in the game. What really bothers me is how I would immediately go with the idea I presented in my own game should anyone want to give it a try, yet no one's jumped on the prospect yet. Yes, DM preference and all, but all the same. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p></blockquote><p></p>
[QUOTE="Jacob, post: 5583308, member: 98644"] Finally found another thread that speaks my mind on this, though it's in [URL="http://www.giantitp.com/forums/showthread.php?t=145158"]another forum[/URL] (not that it's a bad thing, but as it goes). The topic starter really go to me, because he got it right: if you sell an item you crafted to a merchant, you actually lose money/XP. Sadly, there wasn't much else present on how to be a merchant, other than create incredibly complex mechanics for something which shouldn't be that complex. I think. :blush: On having the goods being sold via RP, I find that to be a waste of time. I'm pretty hard set on selling the goods at 100%, and the constant hagglers would grind the game to a halt (have a good feeling the DM may do this via past experiences). I feel it would help the game along if it simply worked out it's own and we wouldn't have to waste anyone's time on this one detail of the game. Besides that, he told me I would receive 75% GP value of an item at max through the RP he has in mind, and I'm not looking for that. It's also based on what he [I]feels[/I] we should have, adding yet another level of control besides what treasure we get from the enemies we face. I'd much rather have a selling system built around something he or I can't control, and is lead entirely by chance (dice if you will). And no, we still don't have a solution to this issue in the game. What really bothers me is how I would immediately go with the idea I presented in my own game should anyone want to give it a try, yet no one's jumped on the prospect yet. Yes, DM preference and all, but all the same. :hmm: [/QUOTE]
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