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Selling items : illogical rule ?
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<blockquote data-quote="GnomeWorks" data-source="post: 4333524" data-attributes="member: 162"><p>Not such a bad thing.</p><p></p><p></p><p></p><p>Hmm... that's a bit complex.</p><p></p><p>Think it would be possible to determine this on a regional basis? Say we have a small city, and we have a vague idea of the geography around it. Could you figure out the economy for that area (handwaving trade and such), then - when the party goes to another region of the world - figure those things out for that part of the world, then map them together somehow?</p><p></p><p>In other worlds - could you make the system modular enough so that it could support figuring out smaller regions, rather than having to go top-down?</p><p></p><p></p><p></p><p>I don't really see the relevance of that concern.</p><p></p><p></p><p></p><p>Prices would be based off of availability of materials and skill, right?</p><p></p><p>So something made by an apprentice blacksmith would be of lesser value than something made by a master blacksmith?</p><p></p><p>Similarly, with materials, if iron is common, iron things will be cheaper, and if its rarer, iron things will be more expensive.</p><p></p><p>So prices of items should fluctuate based on those two things, right? Think that would decently model an economy, without getting too absurd?</p><p></p><p></p><p></p><p>Examples?</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 4333524, member: 162"] Not such a bad thing. Hmm... that's a bit complex. Think it would be possible to determine this on a regional basis? Say we have a small city, and we have a vague idea of the geography around it. Could you figure out the economy for that area (handwaving trade and such), then - when the party goes to another region of the world - figure those things out for that part of the world, then map them together somehow? In other worlds - could you make the system modular enough so that it could support figuring out smaller regions, rather than having to go top-down? I don't really see the relevance of that concern. Prices would be based off of availability of materials and skill, right? So something made by an apprentice blacksmith would be of lesser value than something made by a master blacksmith? Similarly, with materials, if iron is common, iron things will be cheaper, and if its rarer, iron things will be more expensive. So prices of items should fluctuate based on those two things, right? Think that would decently model an economy, without getting too absurd? Examples? [/QUOTE]
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Selling items : illogical rule ?
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