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Old 07-07-2023, 06:56 AM   #1
Anders
 
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Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Selling loot (wealth advantage and time spent)

If there's an Adventurer's Guild, then having a 'loot selling' function makes a lot of sense. The Guild would take a cut, of course, and they might not sell illegal or clearly evil items (they may get into trouble if someone summoned a demon using an item they had sold, for instance), but it's a definite possibility.
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Old 07-07-2023, 08:44 AM   #2
sjmdw45
 
Join Date: Jan 2008
Default Re: Selling loot (wealth advantage and time spent)

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Originally Posted by Anders View Post
If there's an Adventurer's Guild, then having a 'loot selling' function makes a lot of sense. The Guild would take a cut, of course, and they might not sell illegal or clearly evil items (they may get into trouble if someone summoned a demon using an item they had sold, for instance), but it's a definite possibility.
Maybe that's how you get the basic 40% selling price, for example: the Adventure's Guild sells it and takes its cut.

Otherwise Dead Broke becomes too easy to bypass.
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Old 07-07-2023, 11:07 AM   #3
Anthony
 
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Default Re: Selling loot (wealth advantage and time spent)

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Otherwise Dead Broke becomes too easy to bypass.
Dead Broke is already too easy to bypass.
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Old 07-07-2023, 07:35 PM   #4
mburr0003
 
Join Date: Jun 2022
Default Re: Selling loot (wealth advantage and time spent)

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Dead Broke is already too easy to bypass.
Yup, which is why I keep considering removing Wealth entirely from my games.

But then I also have rarely seen a PC take Dead Broke, most want far more starting equipment than Dead Broke allows.
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Old 07-07-2023, 07:54 PM   #5
Anthony
 
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Default Re: Selling loot (wealth advantage and time spent)

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But then I also have rarely seen a PC take Dead Broke, most want far more starting equipment than Dead Broke allows.
True, usually you want Poor [-15] and then use 5 points on $2500 in extra cash.
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Old 07-07-2023, 08:06 PM   #6
sjmdw45
 
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Default Re: Selling loot (wealth advantage and time spent)

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True, usually you want Poor [-15] and then use 5 points on $2500 in extra cash.
Those 5 quirk points are your only completely free picks, and are far too valuable IMHO to waste on cash. If you want off-template skills like Traps for a wizard or bard or Crossbow for a wizard, or off-template advantages like Night Vision, Magic Resistance, or Fit, quirks are your only time to get them without jumping through GM-specific hoops much later on.

Cash however is easy to get in any adventure I've ever read or run.

Last edited by sjmdw45; 07-07-2023 at 08:20 PM.
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Old 07-08-2023, 12:48 AM   #7
mburr0003
 
Join Date: Jun 2022
Default Re: Selling loot (wealth advantage and time spent)

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Those 5 quirk points are your only completely free picks ... or off-template advantages ... quirks are your only time to get them without jumping through GM-specific hoops much later on.

Cash however is easy to get in any adventure I've ever read or run.
Ehhh. That's game dependent. In the games I run going out of Template is relatively easy depending on what the PC is going out of template for, mundane skills? Easy. Advantages? Harder. Supernatural stuff, like powered Advantages and Skills? Quest worthy.

Inversely, some games are cash strapped and the PCs are far more worried about starting gear when they'll be cut off later during a hex crawl or "marches" campaign.


So while I keep giving Poor and Dead Broke the ole stink eye and thinking "these two might be problems", it's very rare my Players ever take them. And personally despite having made a few characters that would have worked just fine as Poor or Dead Broke*, I've also never taken those disads just in case the PC needs to sell something without the party to do it for them (and there were just better more flavor worthy disads to take).


* They didn't rely on gear or armor much at all, and weren't DFRPG characters either (Ogre Barbarian/Wrestler, Spear wielding Swashbuckler/Martial Artist).
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