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<blockquote data-quote="Water Bob" data-source="post: 5881193" data-attributes="member: 92305"><p>A related question I'm considering in my game:</p><p> </p><p>Since the PCs are barbarians, living away from civilazation, I've taken the advice given in the equipment sections of several of the Conan RPG books and inflated the prices. The recommendation (as in the Aquilonia sourcebook) is up to 20 times the price listed in the book.</p><p> </p><p>I decided to go with a x5 and x10 modifier. If the PCs sold something to a trader (something they obtained on an adventure), he'd give them the book listed price (in trade units, of course, not silver). When the PCs bought something, I'd use the x5 modifier for common items and the x10 modifier for rare or prized items.</p><p> </p><p>Of course, your players always hit you with a curveball, and one of my PCs is the apprentice smith in the village. So, when he wanted to sell a heavy mace he'd taken from an enemy, and the trader would only give him 3 trade units for it, the player asked what the trader would sell it for. I used my standard x10 modifier for the weapon, telling him 30 trade units.</p><p> </p><p>The player said, "Well, I'll just put it up at the forge and sell it there."</p><p> </p><p> </p><p> </p><p> </p><p>Now, I've got a problem on my hands. I've got to reconcile items the player tries to sell specifically, like the mace, vs. the abstract method of obtaining wealth by rolling once per week on the character's skill.</p><p> </p><p>So, how would you make that call in your game?</p><p> </p><p>What I did, just off the cuff during our game, was tell the player that, due to the population and market, there's a low chance that it will sell quickly. People tend to get weapons that they like and keep them. I figured I'd get some use out of the often neglected 30 sided dice, so I told him the chance, per week, that the mace would sell is 1-in-30.</p><p> </p><p>The player then--this is no lie--it happened last Saturday--picked up the 30 sider, tossed it across the table, and I was stunned when I saw the die land on the "1".</p><p> </p><p>So, I gave the player his 30 trade units and made a note to myself to review how the trade system is going to work.</p><p> </p><p> </p><p> </p><p> </p><p>The question here is: How do you resolve selling loot the PCs capture on the battlefield against the abstract weekly wealth roll, given the conditions I've outlined about my game?</p><p> </p><p>Is there a better way to handle this?</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5881193, member: 92305"] A related question I'm considering in my game: Since the PCs are barbarians, living away from civilazation, I've taken the advice given in the equipment sections of several of the Conan RPG books and inflated the prices. The recommendation (as in the Aquilonia sourcebook) is up to 20 times the price listed in the book. I decided to go with a x5 and x10 modifier. If the PCs sold something to a trader (something they obtained on an adventure), he'd give them the book listed price (in trade units, of course, not silver). When the PCs bought something, I'd use the x5 modifier for common items and the x10 modifier for rare or prized items. Of course, your players always hit you with a curveball, and one of my PCs is the apprentice smith in the village. So, when he wanted to sell a heavy mace he'd taken from an enemy, and the trader would only give him 3 trade units for it, the player asked what the trader would sell it for. I used my standard x10 modifier for the weapon, telling him 30 trade units. The player said, "Well, I'll just put it up at the forge and sell it there." Now, I've got a problem on my hands. I've got to reconcile items the player tries to sell specifically, like the mace, vs. the abstract method of obtaining wealth by rolling once per week on the character's skill. So, how would you make that call in your game? What I did, just off the cuff during our game, was tell the player that, due to the population and market, there's a low chance that it will sell quickly. People tend to get weapons that they like and keep them. I figured I'd get some use out of the often neglected 30 sided dice, so I told him the chance, per week, that the mace would sell is 1-in-30. The player then--this is no lie--it happened last Saturday--picked up the 30 sider, tossed it across the table, and I was stunned when I saw the die land on the "1". So, I gave the player his 30 trade units and made a note to myself to review how the trade system is going to work. The question here is: How do you resolve selling loot the PCs capture on the battlefield against the abstract weekly wealth roll, given the conditions I've outlined about my game? Is there a better way to handle this? [/QUOTE]
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