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Author Topic: Trespassers of the Multiverse: Gaiden [OOC] Compleation is a drop away...  (Read 915756 times)

Empiricist

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Well for starters, what exactly does making a profit even do? I mean RES and STR are related to it, but I still have no idea what profit does. Is it EXP (I sure hope not)? Does it just add to the funds they have to stock stuff with?

Also, how is SYN handled? If someone focuses entirely on ability-granting items, are their items any better than someone with the same SYN but who goes for all its applications including vehicles and mercenaries?
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SOLDIER First

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I'm reasonably certain profit is how much money you have after every arbitrary period of time to restock items / stock with new items.
and I don't know what you're asking enough to answer the second one
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Empiricist

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But they automatically gain funds proportional to their CON anyway.
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Gaining funds doesn't mean turning a profit, I don't think.
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Empiricist

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Well yeah, but you still use the funds to restock.
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Twinwolf

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she can threaten me with natural disasters any time

also, yes, but there is the possibility, which you seem to have forgotten, that
wait for it
BOTH GMs agree
what a thought, right
To be honest? This does not seem like the kind of thing that will be approved. Shops aren't really that important anyway, with us getting nearly everything from loot drops, so having players run the few shops there are doesn't make much sense.
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Empiricist

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To put it another way, is there any point to having PCs craft stuff if you could just have a selection of Crafting Merchants do it instead? I mean, they could be far more optimized for it.
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But there are some things you won't be able to get from loot (unique enemy / boss weapons) or things that you won't be able to get a reasonable amount of in a reasonable amount of time (potions or the like).

It's extra roleplaying opportunity, it's entertaining, and there isn't a lot of reason not to do it compared to reasons in its favor.

That is a good point, but every NPC won't be able to craft every item. My blacksmith, for example, is/was supposed to be able to use "soul" items like Garnt's Action generates to create special weapons and items for people. But, being a blacksmith from Midieval times, she won't have any idea how to modify firearms, advanced technological weapons or the like.
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Empiricist

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Well yeah, but every single player can have a Merchant, so I don't really think there'd be much of a point using INT for PCs to craft anymore when they can just get for more specialized Crafting Merchants to do it for them.
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For one, you'd have to pay the merchant. This issue is nonexistent if you're getting a few PCs to help.
For two, there's no guarantee they'll let you choose how to put the thing together exactly (or, if they do, it'll be reasonably affordable).
For three, such an obvious way to cheese the fuck out of merchants is pretty dumb and not something everyone would immediately think of anyway.

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Empiricist

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Come to think of it, how the hell would a Crafting Merchant even work? I mean, if they only do that, then they won't even need to restock if all they do use given materials.

As for the earlier question, I was wondering if SYN score is altered by specialization. As in whether someone who only sells one specific subset of SYN-related stuff would have better stuff than someone who sells all possible SYN-related stuff. Because that determines whether or not it's worth investing in SYN for a more specialist merchant.
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I dunno.
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Empiricist

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Because if this is the system that will be used, then I was just thinking of having Delacroix having 0 STR and RES, high CON, and either specializing in appearing as often as possible with consumables, or just acquiring ability-granting stuff on-demand.
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why don't you not abuse it, then
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Empiricist

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I don't even know how the system works, so I've got no idea if it's even an abuse of it at all. I mean I'm assuming that you still can't haggle someone with 0 RES below a certain amount so his wares would still cost something, just that it'd make more IC sense for him to raise him own funds from dealings that aren't with people performing vital tasks and just using those funds to subsidize their expenditure.

To give my two cents on the matter, a lot of it seems kind of shoehorned into using the same stats as PCs even though those stats don't even perform the same functions, I'd much rather that there be no haggling mechanic and just be that they have to sell each item at a fixed cost proportional to its power and just give them other ways to distinguish themselves from their peers.
« Last Edit: May 25, 2016, 06:51:05 am by Empiricist »
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