...или необыкновенные приключения экономической модели в отдельно взятой системе... [[IMG]]"http://forums.rpg-world.org/style_emoticons/:)
Цитата
The Magic Item Economy
Most of the time, characters find magic items on their adventures that are above their level. These are exciting items, and the characters have a strong incentive to keep these items and use them. As characters attain higher levels, the items they find might replace items they already have—the fighter finds a +3 flaming sword and no longer wants his +2 magic sword.
When this happens, the characters ordinarily sell those items—it’s slightly more beneficial to do that than to use the Disenchant Magic Item ritual, because the characters don’t have to pay the component cost. A merchant, agent, or fence buys items from the character at one-fifth the items’ value, in the hope of selling them at significant profit (usually, above the items’ value). Buyers are hard to find, but the profit to be made makes it worth the merchant’s risk.
Characters can use the monetary treasure they find, as well as the gold from selling items, to acquire new magic items. They can’t make items above their level, and can’t often afford items more than a few levels above theirs. It’s to their benefit to use the Enchant Magic Item ritual for items of their level or lower, rather than buying these items from merchants, agents, or fences, because of the 10–40 percent markup over items’ value that these sellers charge. When they want items above their levels, they have to go to merchants.
The game still works if you decide that magic items can’t be bought and sold in your world. Characters can rely entirely on rituals to duplicate the economy of buying and selling without money changing hands.
The residuum they collect from disenchanting items provides the expensive ritual components they need for the enchanting ritual. If you want characters to rely entirely on these rituals, remove the cost to perform the Disenchant Magic Item ritual, making it just as efficient as selling.
On the flip side, you can drive the characters to markets instead of rituals by altering the prices they pay for magic items. You can remove the random markup, or even alter it to allow the possibility of finding items for sale below normal price. For example, roll 1d6 as usual, but a 1 means the item is available for 10 percent below the base price, a 2 means it’s available for the base price, and 3–6 means a 10 percent to 40 percent markup. Items are readily available, and sometimes characters can get a good deal.
Итого мы имеем, что ПЦ заставляют продавать шмотки по цене 20% от оригинальной, при этом на рынке (!!!) они продаются даже с наценкой в среднем в 10-20%.
Идеи? Объяснения? Хоть какое-нить притянутое зауши, чтобы я смог объяснить своим вполне себе взрослым игрокам - какого хрена, что называется? [[IMG]]"http://forums.rpg-world.org/style_emoticons/:D