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<blockquote data-quote="CapnZapp" data-source="post: 7637005" data-attributes="member: 12731"><p>An alternative solution: encourage barter instead of selling loot.</p><p></p><p>A simple example:</p><p></p><p>The sell price is 25%, except if you accept "store credit". Then you get 50% (for permanent items) or even 75% (for consumables).</p><p></p><p>If you sell your magic sword (market price 100 gp) you get either:</p><p>- 25 gp (which you then can spend for xp)</p><p>- permanent items as if you spent 50 gp</p><p>- potions, scrolls etc as if you spent 75 gp</p><p></p><p>Whether you force players to actually trade item for item (as in real barter) or you introduce a new currency ("credits", redeemable in any store at any time) just to make things easier (since players don't have to decide right away what to buy instead, and that they can even save up credit for a bigger purchase later on, maybe not even in the same store) is an entirely aesthetic decision I leave up to you! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>This way you wouldn't need to tweak the xp tables or the gold-to-item ratio from Table 11.1. It would encourage you to purchase consumables, something players generally don't do (except for healing potions). It would not shaft you when it comes to the core purpose of selling items, the ability to change one item for another to get stuff you actually use.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7637005, member: 12731"] An alternative solution: encourage barter instead of selling loot. A simple example: The sell price is 25%, except if you accept "store credit". Then you get 50% (for permanent items) or even 75% (for consumables). If you sell your magic sword (market price 100 gp) you get either: - 25 gp (which you then can spend for xp) - permanent items as if you spent 50 gp - potions, scrolls etc as if you spent 75 gp Whether you force players to actually trade item for item (as in real barter) or you introduce a new currency ("credits", redeemable in any store at any time) just to make things easier (since players don't have to decide right away what to buy instead, and that they can even save up credit for a bigger purchase later on, maybe not even in the same store) is an entirely aesthetic decision I leave up to you! :) This way you wouldn't need to tweak the xp tables or the gold-to-item ratio from Table 11.1. It would encourage you to purchase consumables, something players generally don't do (except for healing potions). It would not shaft you when it comes to the core purpose of selling items, the ability to change one item for another to get stuff you actually use. [/QUOTE]
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