Shop -Thread

Velmont

First Post
Shop

A shop cost 500gp for a player to acquire. This shop allow the player to sell item to other player, just as the RDI Trading-Post, but without the 5% comission of Joe.

It may also be used by the Job system (see the other thread for explanation)

A player may, at his wish, sell items through the Trading-Post thread or through a new thread.

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Any suggestions?
 
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azmodean

First Post
I think the post to buy the item will naturally be rp-oriented. The primary difference between a shop and the inn will be that rp in a shop will occur in bursts, probably just before or just after an adventure.

I know if I were to buy something I would make the shop posts in-character.
 

Velmont

First Post
Ok, made the modifications to these suggestions. I also introduce the concept of an employee. The question I was wondering about it, do we have to stats that employee? It is not necessary as long as people come and buys things, but I don't see why someone couldn't come and steal an item. So, some question I have and not sure what would be best:

Can someone steal from the shop?
Do we need to stats the employees?
Can we hire gards?
What about the guard of the city?

If we want to keep LEW realistic, it would be yes to all this. If we want to keep it simple, it would be no.
 

azmodean

First Post
Probably no to all of the above, especially as it could be considered a form of plaver vs player violence, which is a no-no.
 

Bront

The man with the probe
Will all the shops have their own central thread? If now, how do you find a shop thread?

There is a trading post already, though it is rarely used.

Also, I know you were intending on taking the trader class. How does the bonus to buying/selling price effect PCs and normal business?

I do like the idea in general. However, I also have no problem with simply having prices posted, someone saying "I want this, here's the money" and going from there.

Also, how are craft points going to be delt with with shop sales? Are you going to have to spend some to keep it in stock? Are your employees? Are the costs reduced when you own a store?
 

Velmont

First Post
The trader PrC doesn't affect the PCs trades. Reading it, it is not clearly told, but as the creator of this PrC, it was intended for PCs trading with NPCs, not other PCs. But for a shop, it can still help, as a Trader can still buy items at lower rate (let's say, at 90% of there price) and then sell them to players at higher value, but still under the market value (let's say 95%).

The opposite is true as buying to players and then selling to NPCs, but honestly, that idea is bugging me a bit more, as the chance of profits can become abusive when there will be high level PCs around. I mean, a player could buy a sword +2 at 5000 to a player and selling it at 7200, without taking the risk of that. Making a 2200 profit just because came to him. To prevent abuse, there should be the same restriction to selling than buying to NPCS, which is only items of 2000 gp can be sold in Orussus. During adventures, it will be up to the master to decide what can be sold.

For craft point, I suggest just to go with what will be approved with the Job System. If no Job system is approved.

Employee shouldn't be able to craft. They should be just some common sellers that maintain the sells during the owner's absence.
 


Bront

The man with the probe
FYI, from the Imortallity Awakens thread...
Knight Otu said:
(I'll be the judge, if no one minds. As for buying things, it isn't hard to find shops or markets in Orussus, and the gp limit is 20,000 gp.)

As for the buying and selling, I don't think selling item larger items should be allowable to NPCs. Other than your stock items, PCs should be buying the higher priced items. Granted, that nerfs the Trader, but I don't see any balanced way to deal with it otherwise (Craft an item at 50% value, sell it to NPCs for almost 100%, it's like manufacturing money with CP, magic or no). And that balances out the issue even without taking the trader's bonuses into consideration.

Now the trader bonus might effect the base income, and obviously effects incoming costs, so you get something out of that. And, in the corse of a particular game, you could have the opertunity to sell to NPCs, but I don't think it should be a gimme for a store.

Generaly, I think the idea of a shop is more an issue of selling NPCs basic items and a fairly set proffit, and selling PCs items specificly manufactured or on request, as well as items they may have aquired via trade or adventuring.
 

GnomeWorks

Adventurer
Velmont said:
Can someone steal from the shop?

Initial reaction: Yes. Doing so would require a store layout, a roster of where the owner, employees (if any), and guards (if any) are at any given time (or a rough estimate, at least). Skill bonuses would also be required for any present for Spot, Listen, and Sense Motive checks.

PC thefts from a given shop should be handled with a Vignette Adventure thread. I would hope that most players wouldn't peek into such threads if they knew about a theft.

I would also imagine that NPC thefts could happen... however, I'm uncertain as to how we would handle them.

Do we need to stats the employees?

Initial reaction: Somewhat. Employees should have at least mental stats and skill bonuses for the social interaction skills, skills pertaining to their vocation, and perhaps Knowledge (Local).

Can we hire gards?

Initial reaction: Yes. However, without the risk of thefts (see above), they would be unnecessary. I would imagine that a PC with a shop could hire NPC guards (Warriors, level 1 most likely), or PCs for it if he somehow became aware of a theft (which could lead to some very interesting RP situations).

What about the guard of the city?

Well, the city guard in Orussus has a pretty good reaction time, at least for events at the Red Dragon. As for shops situated throughout the rest of the city, I'd say there is a bit of delay in their arrival (maybe 5-6 rounds?).
 

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