Search the Community
Showing results for tags 'merchant'.
Found 3 results
I bought 20 chests last night and opened 10 of them. My party is on AD1, but hasn't played the last scenario yet, if that matters. In each chest, there were a small assortment of cards, of which I got multiple copies, but in EVERY SINGLE CHEST, the bottom left card was a Merchant. Do they smell my gold pouch or something?
Hi It was a long time since i been here, acording to new update there will be some nice crafting system. So for example if we create a magic sword in normal D&D games if we sold it whe have only 1/2 his total price. But thats not the worst, i somethimes think "beside world saveing" is my character realy ably to think for his own, for example a normal character beside being only hope for humanity he whoud like to ave some gold and some place in the world. I think that idea of small economy i wery good thing bt what is this "small" ecenomy i mean incomes and out comes, are party need money, need food, need some influnecne (gained by money) in the world. I played two games in with i realy like those things, it was fable 2 (jobs, and owning) and eroge kamidori (shop menagement). For example we can buy a shop and create some weapons and our clerk (not sed party member or hired one) will sell it when we are exploring dungeons. Secondly and idea of part time jobs like woodcutting gives some "life" into world, for course this tpe of jobs still requerie some animations but it also coud be done NWN type of style when you don't see animation and only tekst "a 5 pieces of wood was cut" etc. what are your opininion ?
This topic is more straightforward than the ones I usually post, but here I'm simply asking how you'd like the mercantile skills to work in Project Eternity. In most DnD-based games I've played its given an abstraction centered around haggling and persuasion, and while this is part of getting favorable prices it obviously isn't the whole picture. Historically, there was of course quite a strong tradition of traveling merchants in medieval times, and I'd guess that this is because prices then varied between locations, just as they do now. Very few games make use of this in my experience, and I think that this could make mercantile activities interesting while refraining from making it into its own little mini-game. So do you find glorified speech skills an adequate portrayal of business acumen, or would you instead prefer the majority of profit stem from strategy rather than salesmanship? I myself am no economics expert, so a full-on economy simulation probably wouldn't be necessary for me to suspend my disbelief, but other people might be more knowledgeable.