Strip 154 - How many ranks did she put in that one again?

31st Mar 2015, 1:10 AM in Corvus Village
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Malroth 31st Mar 2015, 1:56 AM edit delete reply
Malroth
well if she's an effective metagaming muchkin instead of merely being a wannabe she's maxed the skill, has a trait that boosts it as well as adds it to her class skills, has a master work item of diplomacy somewhere, an aid another bonus from her brother, a racial trait boosting it and insight bonuses from her brothers buffs, because non-dispellable non-magical mind control rocks that way.
Disloyal Subject 31st Mar 2015, 2:04 AM edit delete reply
Disloyal Subject
Yeah, but that'd be kind of asking for the GM to impose a nerf on the skill. Besides which, I doubt the guy could be easily persuaded to 'waste' spell slots on non-combat.
Zilfallion 31st Mar 2015, 3:41 AM edit delete reply
Zilfallion
My main GM LOVES to haggle. It's sometimes hard given the medium through which the game is played and knowledge about what something is actually worth in some cases, but it's still fun. That and most of the people I play with have no idea how to haggle.
Otaku 31st Mar 2015, 9:23 AM edit delete reply
Otaku
Nice punch line, though I'm sad to say it took me a moment to get it. XD If the GM is the type where the quality of the argument/role-play determines the bonus, someone's in trouble. Depending on their method of business, 50% might already be generous.

Overhead costs can require a seller with a high mark-up (as opposed to one that simply has a high mark-up) and if supply is significantly high then yeah, 50% might be all you'll get for a sword that he's got to invest 25% of the asking price in order to ready it for sale (no clue how much is required in this game world, be it repairs or taxes or whatever) and depending on what is being sold/bought it might take up a lot of floor space and sit there for months or years until someone who can use it comes along. If haggling is common, then odds few people if anyone actually buy at 100% of price and that means the argument of "You're trying to double your money" doesn't hold true either.
DtDoom 31st Mar 2015, 8:19 PM edit delete reply


"Clearly, adventurers should open their own item shops"
Put one of your random followers from the Leadership feat in charge of it, and sell everything directly to the customers.

You probably won't make the full 100% of the cost of buying the item elsewhere, but, you'll be able to offer superior quality goods (sometimes) and, since you're getting this stuff for free every time you kill something, it's all profit, even if you sell it at 75%

Of course, this requires that you own a shop and can avoid paying taxes on it, among other things. But hey, gotta start somewhere... Right?
Zilfallion 1st Apr 2015, 12:20 AM edit delete reply
Zilfallion
A lot of GM's often resort to rules regarding Downtime. Or would have your follower roll a profession check every week(Probably month) to represent how much is made[Probably the closest to RAW]. Yeah, you're probably thinking, hey, selling one of these is more than that check indicates, but it also represents long stretches of time they don't sell anything, various expenses keeping the shop open, and paying workers. If you have a guy working the shop, he's going to need a little something to pay for food.

It's by no means a get rich quick scheme, but is supplemental income. Shops pay low prices because they buy now, and may not sell it for years. If you're running a shop, it all depends on having a buyer come in, the easiest option to resort to for a GM is Profession Checks by the follower running the store.

[Hold the outrage on the: BUT WE DON'T PAY OUR FOLLOWERS! They just do everything for free while working for us, we don't even need to feed them, I'm sure they'll somehow make the money for food while following us. Yeah, that's how the system works! Yes, they must just be some sort of genetically altered super-follower that doesn't need to eat or a place to sleep.]
Kyosuke Nambu 31st Mar 2015, 1:39 PM edit delete reply


Ah yes, one of my personal annoyances with RPGs.
I have a charisma stat. Letting me roll for diplomacy checks using it is only fair.
At least, that is one school of thought.
The other is that success or failure for charisma based skills should have more to do with one's RP ability then one's written down stats.
Both schools are inherently flawed, because one makes RPing pointless, and the other one renders an entire stat meaningless.
It's a complicated problem.
Tatsurou 31st Mar 2015, 1:47 PM edit delete reply
Tatsurou
That's why I prefer the third school of thought.
The RP'd argument creates a roll modifier based on how convinced the DM is by your argument, whether positive or negative.
Then you roll.

...that's how I play, anyway.
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