Feature Specification: Shops & Merchants

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ç i p h é r
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Post by ç i p h é r »

Updated to incorporate all the suggestions.

Regarding haggling, I removed "unsuccessful" from the list of situations which incur a reputation adjustment so it will only occur if you are excessive in your attempts to bargain on the price of an item (random # based on the merchants INT?) or if you are downright insulting in your offer (< 50%?).

Your idea sounds reasonable too hypervx. If a player fails to successfully haggle, they'd be locked out for a certain period of time, at least 1 day I'd say. Is that what you meant?

We still need to define the haggling DC, so here's a starting formula. Base DC is 10. For every 1% difference in price, the DC increases by 1. A bargain attempt is a straight charisma check against the bargaining DC.

And yeah, break-ins can be regulated by DMs/builders so there's no need for us to do anything. If they want to allow it, they can simply make the door locks pickable during a merchants off-hours. If not, make the door locks unpickable or the merchant never sleeps. So nevermind that thought.

What about store currency? Should this remain abstracted so it can't be pick pocketed or looted, or should the store's gold be accessible? Successfully looting the store's gold means the store has no funds to purchase gear from players until they make a sale.

Anymore thoughts?
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Fionn
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Post by Fionn »

Honestly, I'd leave it abstract - NPC stores don't usually have a realistic cash flow. Either they sell uber stuff without ever buying much, or they buy loads of crap without selling much. It would be a major pain on the builders to force them to think about cashflows.
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hypervx
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Post by hypervx »

Same as Fionn here.
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ç i p h é r
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Post by ç i p h é r »

Ok. Do we want to provide access to shop controls via the DM wand?
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Fionn
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Post by Fionn »

If we use an external DB for it, we may as well. If we need to keep it in the onSpawn per merchant, I'd rather let the builder handle it.
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