Post by Badwater on Oct 30, 2010 10:51:17 GMT -5
I'm thinking of adding some dynamic merchants that do the following:
Self-cleaning Merchant Inventories...
- Make a merchant automatically clean out his/her inventory of items that have been sold by PCs every time the store is opened.
- Set a time limit on how long items a PC sells to the store will remain there, from 0-99 seconds, minutes or hours.
- Randomize the amount of time above to be from 0-99 seconds, minutes, or hours.
Dynamic Merchant Inventories...
- Allow a merchant to have a stock of items that is always present, and one or more 'caches' of dynamic items that appear randomly.
- Set how long a merchant's store must remain unopened for new dynamic items to appear and for old ones to be removed, from 0-99 seconds, minutes or hours.
- Randomize the amount of time above to be from 0-99 seconds, minutes, or hours.
- Set the maximum number of dynamic items that can appear.
- Make items unique, so that only one of each will ever appear at a time.
- Set a percent chance for items in a particular cache, the percent representing the chance that each individual item in the cache will be considered for random generation.
- Limit a cache to only appear for certain alignment groups, specific alignments, classes, races, subraces or a certain gender.
- Link the above limits together, to make the limit even more specific.
Haggling...
- Enable haggling for a particular merchant, and set both the DC at which the Haggle check (Persuade skill + Charisma bonus) is made and the percent at which the prices are modified for success and failure.
- Set whether the prices only change in favor of the PC or only in favor of the merchant, and whether the prices only change on items being bought or items being sold, or any combination of those things.
- Set the Haggle Modifier, or the number of points difference from the DC that the PC needs to either pass or fail the check.
- Set the Pass or Fail Modifier, as above, only limited to either the score they need to pass or the score they need to fail.
- Make haggling cumulative, so that prices are affected more for each point the PC passes or fails the check by over 1.
Favoritism and Prejudice...
- Set a merchant's favoritsm and/or prejudice for certain alignment groups, specific alignments, classes, races, subraces or a certain gender.
- Link together either favoritisms, prejudices, or both. This allows even more specific favoritisms and prejudices.
- Set the Favoritism Percent and/or the Prejudice Percent, which are the percents at which prices are modified for favoritism or prejudice.
- Set whether a merchant's favoritism or prejudice only applies to items being bought, or only to items being sold.
- Enable a PC to get multiple bonuses for favoritism or multiple penalties for prejudice, such as a bonus/penalty for both their class and alignment, or a merchant liking elves but liking Moon Elves even more.
Stealing from Merchants...
- Enable stealing from a particular merchant, which is done through a conversation node. The PC must have the Pick Pocket skill, and an opposed skill check is made against the merchant's Spot Skill (Pick Pocket Skill + Dexterity Bonus vs. Spot Skill + Wisdom bonus).
- The merchant gets Spot bonuses for favored enemies, being an elf or half-elf, and having the Alertness feat.
- Set a time limit for the PC to make their selection on a successful steal check of 0-99 seconds.
- Make the amount of time they have to make their selection random from 0-99 seconds.
- Set whether the PC can steal any one item from the store, or just a smaller item from the store (anything that is 1x1 or 1x2 inventory squares, and books, scrolls, boots and gloves).
- Set a circumstance bonus between +9 and -9 for the PC's Pick Pocket check.
I personally really like this and what it can offer, so I'm going to experiment with it and then implement it if it tests satisfactorily.
Self-cleaning Merchant Inventories...
- Make a merchant automatically clean out his/her inventory of items that have been sold by PCs every time the store is opened.
- Set a time limit on how long items a PC sells to the store will remain there, from 0-99 seconds, minutes or hours.
- Randomize the amount of time above to be from 0-99 seconds, minutes, or hours.
Dynamic Merchant Inventories...
- Allow a merchant to have a stock of items that is always present, and one or more 'caches' of dynamic items that appear randomly.
- Set how long a merchant's store must remain unopened for new dynamic items to appear and for old ones to be removed, from 0-99 seconds, minutes or hours.
- Randomize the amount of time above to be from 0-99 seconds, minutes, or hours.
- Set the maximum number of dynamic items that can appear.
- Make items unique, so that only one of each will ever appear at a time.
- Set a percent chance for items in a particular cache, the percent representing the chance that each individual item in the cache will be considered for random generation.
- Limit a cache to only appear for certain alignment groups, specific alignments, classes, races, subraces or a certain gender.
- Link the above limits together, to make the limit even more specific.
Haggling...
- Enable haggling for a particular merchant, and set both the DC at which the Haggle check (Persuade skill + Charisma bonus) is made and the percent at which the prices are modified for success and failure.
- Set whether the prices only change in favor of the PC or only in favor of the merchant, and whether the prices only change on items being bought or items being sold, or any combination of those things.
- Set the Haggle Modifier, or the number of points difference from the DC that the PC needs to either pass or fail the check.
- Set the Pass or Fail Modifier, as above, only limited to either the score they need to pass or the score they need to fail.
- Make haggling cumulative, so that prices are affected more for each point the PC passes or fails the check by over 1.
Favoritism and Prejudice...
- Set a merchant's favoritsm and/or prejudice for certain alignment groups, specific alignments, classes, races, subraces or a certain gender.
- Link together either favoritisms, prejudices, or both. This allows even more specific favoritisms and prejudices.
- Set the Favoritism Percent and/or the Prejudice Percent, which are the percents at which prices are modified for favoritism or prejudice.
- Set whether a merchant's favoritism or prejudice only applies to items being bought, or only to items being sold.
- Enable a PC to get multiple bonuses for favoritism or multiple penalties for prejudice, such as a bonus/penalty for both their class and alignment, or a merchant liking elves but liking Moon Elves even more.
Stealing from Merchants...
- Enable stealing from a particular merchant, which is done through a conversation node. The PC must have the Pick Pocket skill, and an opposed skill check is made against the merchant's Spot Skill (Pick Pocket Skill + Dexterity Bonus vs. Spot Skill + Wisdom bonus).
- The merchant gets Spot bonuses for favored enemies, being an elf or half-elf, and having the Alertness feat.
- Set a time limit for the PC to make their selection on a successful steal check of 0-99 seconds.
- Make the amount of time they have to make their selection random from 0-99 seconds.
- Set whether the PC can steal any one item from the store, or just a smaller item from the store (anything that is 1x1 or 1x2 inventory squares, and books, scrolls, boots and gloves).
- Set a circumstance bonus between +9 and -9 for the PC's Pick Pocket check.
I personally really like this and what it can offer, so I'm going to experiment with it and then implement it if it tests satisfactorily.