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Old 12-15-2017, 02:39 PM   #1
ArchonShiva
 
Join Date: Sep 2004
Location: Montréal, Québec
Default Manipulation of in-town rolls

Is it the intent of the rules that “in-town” rolls can be affected by:
Luck
Potions
Sustained spells
Complementary rolls
etc.?
Is buying a potion of Charisma to drink for the reaction roll to sell loot acceptable? It seems like a party without a “merchant” would want to do this every time loot value exceeds ~$2,000. (Bringing selling value up from $800 to $1,200 if the reaction roll hits 16+, with the potion costing $280 if anyone has Alchemy.)

As a side question, the Scrounging roll on p.13 doesn’t *use up* Serendipity, it just gets a free bump, correct?
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Old 12-15-2017, 03:13 PM   #2
sir_pudding
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Default Re: Manipulation of in-town rolls

There's no reason why town would have infinite potions of Charisma.
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Old 12-15-2017, 03:32 PM   #3
martinl
 
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Default Re: Manipulation of in-town rolls

This specifically:
Quote:
Originally Posted by ArchonShiva View Post
Is buying a potion of Charisma to drink for the reaction roll to sell loot acceptable?...
...makes an abstracted thing more complicated, so "once"[1]. Part of the abstraction is that for big transactions both parties are leveraging such things.

In general I'd try to avoid making town any more complicated. Focus is not there.

[1] "Once" is my answer to something that looks valid under the rules but would hurt the fun if it was done regularly.
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Old 12-15-2017, 04:22 PM   #4
Anthony
 
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Default Re: Manipulation of in-town rolls

The most obvious reason not to do that is that potions of Charisma aren't actually in DF (they're in GURPS Magic, but not on the list on Adventurers 116).
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Old 12-15-2017, 04:33 PM   #5
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Default Re: Manipulation of in-town rolls

Don't forget Bless!
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Old 12-15-2017, 06:51 PM   #6
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Default Re: Manipulation of in-town rolls

Quote:
Originally Posted by Anthony View Post
The most obvious reason not to do that is that potions of Charisma aren't actually in DF (they're in GURPS Magic, but not on the list on Adventurers 116).
They are however, in the Magic Items .pdf p. 20, Companion book p. B-20.
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Old 12-15-2017, 08:29 PM   #7
ArchonShiva
 
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Default Re: Manipulation of in-town rolls

Yeah, the potions of charisma *are* in DFRPG, just not in Adventurers. And of course town doesn’t have an infinite supply - but it happens to be one of this things adventurers can craft for 80% of the price.

Shooting down individual exploits is rarely a stable solution - it just leads to an arm’s race.

I’m of the mind that all town rolls should only use non-expendable modifiers, so no potions, no complementary skills, no Luck, etc. If you have an Amulet of Wisdom, sure, that counts. But “town” happens outside of anything with duration: you can’t use Luck because each town roll represents hours or days of activity. Also, there are rumours of very bad things happening to people who use magic to get better deals.

My question remains: what is the intent of the rules?
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Old 12-15-2017, 08:46 PM   #8
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Default Re: Manipulation of in-town rolls

Quote:
Originally Posted by ArchonShiva View Post
Yeah, the potions of charisma *are* in DFRPG, just not in Adventurers. And of course town doesn’t have an infinite supply - but it happens to be one of this things adventurers can craft for 80% of the price.
Although there probably isn't an infinite supply of gold leaf, aqua regia, and dyrad tears.
Quote:
Shooting down individual exploits is rarely a stable solution - it just leads to an arm’s race.
Yeah that's why I prefer to have a systemic way to determine what is available in town.
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