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Re: [HoE] Observations on bartering
>One solution is to give every Item a average cash value (we'll say book
>value). Then, either random( roll al d20 or something) or not, increase
>or deacrease the "value" by + or - 20% to handle a glut or scarcness. Add
>+ or - modifiers to the roll as needed.
Well, as I noted, I don't mind kicking up prices a bit (Deadlands does that
all the time, to the point where sometimes you wonder exactly what the book
prices represent). And devaluing stuff the players try to sell because it's
used. I tend to go higher than suggested (usually mark it down to 66% or
mark up to 150%).
The problem with using such a percentile system is that without a whole lot
of computation type stuff, it's not very useful _unless_ you use the cost
value system Pinnacle suggests, rather then a trade good/bartering system.
Just an observation: it's heartening to know that it seems that myself and
my players aren't the only ones who think in terms of listed value. ;)
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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