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Selling spells = broken?
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<blockquote data-quote="Shin Okada" data-source="post: 4915455" data-attributes="member: 1956"><p>Basically, I simply do not allow PCs to sell spells. Or rather, I do not allow PCs to earn income outside adventure. That is not the way expected in 3.Xe system. Also, the rule does not guarantee that PCs can sell their spells (or earn money through activities other than selling their roots).</p><p></p><p>No matter what the way is, I will just tell the player that "You will eventually find some customer, but in the pace that the income and dispense are balanced out. By the way, are you proposing me to let your PC abondon adventuring life and settle down as a background NPC?"</p><p></p><p>Also, as soon as some player intend to do such activity, I will simply start the next adventure ASAP. By, say, threatening the future of the kingdom or maybe entire material plane.</p><p></p><p>Ok, onto much essential issue.</p><p></p><p>Does your entire play group REALLY want to play a merchandize simulation? If so, involving such elements in your game could be OK.</p><p></p><p>If other members of your play group do not want to play such a game, tell the player of the Cleric that other members do not enjoy that kind of game.</p><p></p><p>Personally, I'd rather play Traveller when I am in the mood of playing a merchant.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 4915455, member: 1956"] Basically, I simply do not allow PCs to sell spells. Or rather, I do not allow PCs to earn income outside adventure. That is not the way expected in 3.Xe system. Also, the rule does not guarantee that PCs can sell their spells (or earn money through activities other than selling their roots). No matter what the way is, I will just tell the player that "You will eventually find some customer, but in the pace that the income and dispense are balanced out. By the way, are you proposing me to let your PC abondon adventuring life and settle down as a background NPC?" Also, as soon as some player intend to do such activity, I will simply start the next adventure ASAP. By, say, threatening the future of the kingdom or maybe entire material plane. Ok, onto much essential issue. Does your entire play group REALLY want to play a merchandize simulation? If so, involving such elements in your game could be OK. If other members of your play group do not want to play such a game, tell the player of the Cleric that other members do not enjoy that kind of game. Personally, I'd rather play Traveller when I am in the mood of playing a merchant. [/QUOTE]
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Selling spells = broken?
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