11-22-2022, 12:57 PM | #31 | |||
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Re: D&D -> DFRPG: Gold to $
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Obviously if you want to give out Wealth to all of the PCs, you can. If you want to reserve it for those who think it would be fun to have more wealth, you can stick to the rules in Adventurers. If you think you're qualified to predict what "100% subjective" judgments people you've never even met will arrive at... Quote:
#2 is not true in my judgment. DFRPG commerce has more structure and more decision-making opportunities than the interactions described in that thread. Last edited by sjmdw45; 11-22-2022 at 01:00 PM. |
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11-22-2022, 01:19 PM | #32 | ||||
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Re: D&D -> DFRPG: Gold to $
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Out of curiosity, have you ever sold off a big batch of dungeon items in one go using RAW? Go to the store, roll reaction to see if your wealth level increases, roll haggling on every item (on 30+ items), keep a running tally somewhere of the wealth accumulated, then buy supplies, haggling on every item? I have. It was awful. |
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11-22-2022, 01:37 PM | #33 | ||||
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Re: D&D -> DFRPG: Gold to $
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Wealth, haggling, and "for you, a special price" are part of this additional richness but not all of it. E.g. armor customization rules on Adventurers pg 109-110 are a part of it; the implied network of contacts a Wealthy delver has is another part; Connoisseur/Hidden Lore/etc. rolls are part of it; the Special Orders rules on Adventurers page 112 are part of it; etc. Compared to D&D 5E, DFRPG's commerce system is an order of magnitude more interesting. Quote:
It's equally RAW (for whatever "RAW" is worth) to get to the end of an adventure, tell the players they're back in town, roll a reaction, tell the player what it is, and have them cross off all the items they're selling, then tell them to compute their profits and email you a list of supplies they want to buy before the next session. If there's anything they want to haggle for, they can do that over email too, unless it's something valuable enough to drill down into the details (e.g. something that they want to haggle with Merchants for, decline a bad price if they roll poorly, and then try selling it on the black market) in which case it might be worth doing immediately or at the start of next session. If you're spending table time doing things the awful way, stop it. Last edited by sjmdw45; 11-22-2022 at 01:57 PM. |
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11-22-2022, 02:04 PM | #34 | |||
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Re: D&D -> DFRPG: Gold to $
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Regardless, DFRPG shopping is still dry: at shopping time they're still buying stuff and selling stuff subject to additional mechanical complexity which may or may not be a value-add in terms of fun. Note: shopping. Not creating shopping lists, or discovering stuff to sell, but the actual mechanical process of exchanging goods, services, and money for goods, services, and money once you've figured out what those are. Pathfinder 2e, for example, has Common, Uncommon, and Rare items, and every town has a level, and every item has a level. For example Alchemist's Goggles. The 4th level version of Alchemist's goggles are commonly available in any town 4th level and above, wheras the 11th level version of the goggles would only be available in 11th level towns (almost nowhere). You can play that RAW and the system works. They players know that if they want to find something Uncommon, they need venture out, or if they want to find something high level, they need to go to a Big City. Armor customization puts constraints on what players can buy (if you care to specify that a shop has armor for a dwarf but not for a human) or wear (ah, this doesn't fit you, it was for a dwarf; so sell it). The Connoisseur/Hidden Lore/etc rolls aren't really player facing: players ask how much things are worth and sometimes receive numbers that are smaller than they truly are. Special Orders places constrains on buying things: some stuff isn't ready now, which makes the puzzle of "what do we want to buy first" more interesting, but not the actual act of buying more interesting. I'm not trying to claim that DFRPG's overall economy isn't better than 5e's. It definitely is. PF2e's is also much, much better than 5e's. Quote:
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If haggling simply wasn't an option, then they would not have to make the choice between doing something they hate but being financially rewarded, or avoiding something they hate but being relatively financially punished. I understand that I can go in, remove wealth, remove haggling, and remove all of the relevant skills, but now I'm designing a system. |
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11-22-2022, 02:12 PM | #35 | ||||
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Re: D&D -> DFRPG: Gold to $
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Nor do I agree that mandatory haggling is RAW. Quote:
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11-22-2022, 02:51 PM | #36 | ||||
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Re: D&D -> DFRPG: Gold to $
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I Smell A Rat p21-22 lists out the stuff they could find while clearing the dungeon. That list contains 31 items that you can feasibly sell, excluding 12 torches that sell for $3 each, since inflating the count to 43 to include those seems like bad faith. Haggling isn't mandatory, you choose on each individual item whether or not to haggle. If you get 6 peshkali swords, then RAW you can choose to haggle over each one. It makes sense to me to haggle over the batch, but that isn't what the book says (the swords might be in different conditions, after all). Quote:
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Do you concede that under the situation I presented (my players don't want to haggle, but do so because haggling is an effective option) that it's not that "something is wrong with my players", it's that something is wrong with the situation they're in? And yes, there are a number of ways to fix it; the simplest is to just say "hey I'm removing haggling as an option, feel free to re-allocate any points you spent on merchant if you'd like". This is me fixing the situation. Similarly, I could just always auto-haggle for the players using a spreadsheet if they precommit to some sort of "when do I want to haggle" decision tree. Auto-haggle with pre-commits now turns haggling into something that happens passively in the background akin to wealth. Spend X character points to sell items for Y% increased money with Z standard deviation. What are we gaining here? This loops back to one player having to spend character points for the benefit of the party's wealth and my points about loot equity. If that player attempts to claim "well, we wouldn't have had this much wealth if I hadn't had been around to haggle, so I deserve a bigger cut", someone else can claim "well, we wouldn't have earned the wealth in the first place, if I didn't spot it in the alcove", and then "well, we wouldn't have made it to the alcove if I wasn't around to destroy that peshkali", and round and round we go. If they decide that the person with merchant really does deserve a bigger cut, do the other players start buying points in merchant too and then jockeying to be the one who gets to sell the item? Yuck. Last edited by beaushinkle; 11-22-2022 at 02:56 PM. |
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11-22-2022, 03:00 PM | #37 | ||
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Re: D&D -> DFRPG: Gold to $
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If you include "GM deliberately making your life miserable" as a situational aspect then yes, I concede that you are wrong to make your players miserable. Otherwise I do not. I know that I have handled similar situations (aggregate actions) many times before without making anyone unhappy or taking up lots of table time. Quote:
There's no obvious best answer. I assume you know the game theory answer to this problem. I won't say I know you know in this case, but I can't see how you could miss it if you think about what you just wrote for thirty seconds because the solution is in widespread use. Last edited by sjmdw45; 11-22-2022 at 03:19 PM. |
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11-22-2022, 03:03 PM | #38 | |||
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Re: D&D -> DFRPG: Gold to $
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I get that sometimes we all make claims that go too far, and admitting that can be tough. So again. Here's the situation: I used the RAW rules for haggling after a dungeon haul, and my players haggled for all of the items, even though they didn't enjoy it. This is a situation I imposed on them, not because I wanted to make them miserable, but because I was following RAW and hadn't thought through the implications. My players, given this situation, haggled because they get more money for it than not, even though playing through the haggling wasn't fun. Do you concede this isn't a case where "there's something wrong with my players", and that it's probably the situation they were in? Quote:
I'm having trouble seeing how this is relevant: the players auto-haggle decision tree either handles big-ticket items like this or doesn't, and the ointment is either on the "for sale list" or it isn't. If it isn't on the list and they want a scene where they sell that separately, we can do that. Quote:
Last edited by beaushinkle; 11-22-2022 at 03:27 PM. |
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11-22-2022, 03:27 PM | #39 | ||
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Re: D&D -> DFRPG: Gold to $
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I'm not getting any insight out of this conversation and I have better things to do. Answer your own questions. |
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11-22-2022, 03:31 PM | #40 | |
Join Date: Jan 2022
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Re: D&D -> DFRPG: Gold to $
Where? I see an answer to a strawman you invented, but not to what I asked.
IE: "Do you concede that under the situation I presented (my players don't want to haggle, but do so because haggling is an effective option) that it's not that "something is wrong with my players", it's that something is wrong with the situation they're in?" would logically be followed by an answer like "under that situation (your players don't want to haggle, but do so because haggling is effective), then something is wrong with your players" or "under that situation, it's not your players afterall". Instead, we got: Quote:
Last edited by beaushinkle; 11-22-2022 at 03:41 PM. |
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