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<blockquote data-quote="CubeKnight" data-source="post: 4788748" data-attributes="member: 64959"><p>Myself, I'd go with C), selling each item at a random price (IIRC, the DMG says stores usually sell at (60+1d6*10)% market price), and at a random interval. Of course, the employee and the store itself have running costs.</p><p></p><p>To simulate cheaper and more popular items selling faster, I'd do something like:</p><p>- The level of the item determines the number of dice</p><p>- The 'rarity' of the item determines the die size.</p><p>Fex: Longswords are popular (d4). A +1 Longsword would take 1d4 days to sell. Totems don't have much demand (d10). A +2 Totem would take 6d10 days to sell.</p><p></p><p>Obviously this would require some finetuning, but I don't see why not let them do it. Plus, you can use it to set some plot hooks.</p><p></p><p>Edit: Oh, yeah, and there'd probably be some costs for repairing/fixing/etc. the items, in other words, restoring and keeping them in brand-new state.</p></blockquote><p></p>
[QUOTE="CubeKnight, post: 4788748, member: 64959"] Myself, I'd go with C), selling each item at a random price (IIRC, the DMG says stores usually sell at (60+1d6*10)% market price), and at a random interval. Of course, the employee and the store itself have running costs. To simulate cheaper and more popular items selling faster, I'd do something like: - The level of the item determines the number of dice - The 'rarity' of the item determines the die size. Fex: Longswords are popular (d4). A +1 Longsword would take 1d4 days to sell. Totems don't have much demand (d10). A +2 Totem would take 6d10 days to sell. Obviously this would require some finetuning, but I don't see why not let them do it. Plus, you can use it to set some plot hooks. Edit: Oh, yeah, and there'd probably be some costs for repairing/fixing/etc. the items, in other words, restoring and keeping them in brand-new state. [/QUOTE]
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