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<blockquote data-quote="Bront" data-source="post: 2335665" data-attributes="member: 19696"><p>Potential limits to abuse:</p><p></p><p>Store must have some sort of cash reserve, which is some multiple of the profits recieved per week. This simulates the store's ability to buy the initial stock or create the initial item. Obviously, this value will technicaly vary from day to day, but this is an abstraction, so it won't be perfect. This accomplishes a limiting factor by making sure that a rich merchant is constantly putting money back into his business, so while he may be very rich, he doesn't have access to all of it without sacrificing his profits.</p><p></p><p>Store profits accumulated while adventuring are inaccessable unless there is a reasonable ability to access them (IE, the adventure is in or very near Orussus or wherever the shop is placed).</p><p></p><p>Taxes, loss, and other overhead. You can assign a monthly or yearly tax/loss to a shop. This could either be a small percentage of profits made by the shop (Which the owner would have to keep track of), or could be a flat out fee, that may vary depending on the size of the shop. Or simply roll all the other things into one, but I like calling it a "Tax". </p><p></p><p>Shops may be of variable sizes. The 500 to buy the shop may only give you a shop that can buy/sell up to 2000 GP. It may cost you another 2000 to get a shop that lets you buy/sell up to 10000gp, ect. Again, this forces the player to invest his money, and is somewhat realistic in that the size of your shop limits it. If done with the taxes, this also helps allow for smaller shops to make money from PCs and NPCs and not be out priced by a larger shop, just out sold on pure transactional value.</p><p></p><p>Theft is an idea, and I like a PC organizing a robery of a PC's store, other than the fact that given the nature of the boards, it's technicaly easy to find out who did it, and does encourage PvP in some way. However, this may be a required risk merchants must run. It should be limited in some way though so that you don't get a shop war going (two competing shops constantly hiring people to rob the other one) and so a shop robery doesn't distroy a PC or make another PC exceedingly wealthy.</p><p></p><p>We should be carefull when trading. Joe charged 5%, and we don't want to create an atmosphere where Joe is being cercomvented simply because it's cheeper to trade elsewhere. Of course, given that we haven't had a large ammount of gear thrust upon people, it's hard to trade, as well, we also have issues because it is a rarity to have most people in the tavern at the same time, and therefore even able to trade.</p></blockquote><p></p>
[QUOTE="Bront, post: 2335665, member: 19696"] Potential limits to abuse: Store must have some sort of cash reserve, which is some multiple of the profits recieved per week. This simulates the store's ability to buy the initial stock or create the initial item. Obviously, this value will technicaly vary from day to day, but this is an abstraction, so it won't be perfect. This accomplishes a limiting factor by making sure that a rich merchant is constantly putting money back into his business, so while he may be very rich, he doesn't have access to all of it without sacrificing his profits. Store profits accumulated while adventuring are inaccessable unless there is a reasonable ability to access them (IE, the adventure is in or very near Orussus or wherever the shop is placed). Taxes, loss, and other overhead. You can assign a monthly or yearly tax/loss to a shop. This could either be a small percentage of profits made by the shop (Which the owner would have to keep track of), or could be a flat out fee, that may vary depending on the size of the shop. Or simply roll all the other things into one, but I like calling it a "Tax". Shops may be of variable sizes. The 500 to buy the shop may only give you a shop that can buy/sell up to 2000 GP. It may cost you another 2000 to get a shop that lets you buy/sell up to 10000gp, ect. Again, this forces the player to invest his money, and is somewhat realistic in that the size of your shop limits it. If done with the taxes, this also helps allow for smaller shops to make money from PCs and NPCs and not be out priced by a larger shop, just out sold on pure transactional value. Theft is an idea, and I like a PC organizing a robery of a PC's store, other than the fact that given the nature of the boards, it's technicaly easy to find out who did it, and does encourage PvP in some way. However, this may be a required risk merchants must run. It should be limited in some way though so that you don't get a shop war going (two competing shops constantly hiring people to rob the other one) and so a shop robery doesn't distroy a PC or make another PC exceedingly wealthy. We should be carefull when trading. Joe charged 5%, and we don't want to create an atmosphere where Joe is being cercomvented simply because it's cheeper to trade elsewhere. Of course, given that we haven't had a large ammount of gear thrust upon people, it's hard to trade, as well, we also have issues because it is a rarity to have most people in the tavern at the same time, and therefore even able to trade. [/QUOTE]
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