In this section you can trade with other players if you are in the same scenario as them, but remember, all that you have must coincide with what the GM has. Example: Player A and Player B trades a helmet for a crossbow, but they do not inform the GM, then the trade never took place as far as the GM is concerned as he keeps records of what each character has.
1. Make sure you are in a position to trade Example: you cannot trade in the middle of a battle, when you are in one place and the character is miles away. In the game both characters must be physically capable of trading.
2. All trading takes place here or by IM to each other or by email to each other. When you reach upon an agreement BOTH users must email the GM the following:
1. Your username:
2. Your character's name:
3. What are you trading:
4. With whom are you trading:
Do the above for each character you trade. If you are trading with more than one character then send an email for EACH character you trade with.
3. The character you traded with must also send an email to the GM to verify the agreement.
[Credits] Thanks to bink for the idea :)
To make even greater use of this thread I have decided to allow for this to be a suggestion thread on possible Medieval items that could be available in the market. However, for it to make sense to general 'World Conquering' you should indicate:
1. Name of item
2. What it can do/possible uses
3. probable price in GPs for such an item
This is a post for a suggested weapon that I had hoped to see in the market, but wasn't there.
Causes 1-3 points of damage
max range 50 ft. (is this unreasonable?)
Good for cleaning underneath finger nails :)
Price: 4 gold each (reusable if you can retrieve them) (can be used as a melee weapon as well)
A brief description of why I think this is balanced:
Good Points: They are versatile as they can be used for ranged and close combat
Cheaper than a dagger or bow/arrows (if you only buy one)
Easy to conceal and easy to carry multiple due to small size
Does more damage than a sling
Bad points : Range is less than half of a bow
more expensive than a sling
Does less damage than a bow/arrows
If planning to throw them you will likely require more than one (can get quite expensive)
Probably wouldn't want to throw them if you were not reasonably sure you could pick them up again
GM would have to keep up with how many daggers a character has left and if a character has retrieved them (could be a hassle)
So? What do you think? My only concerns are with the last point I made about GM stress and hassle and the range (I've never seen professionals throw knives so I really had no idea).
Unferth - you want to tax my brain to keep track of who throws knives and who doesn't? ;) That is a good item, but it is not unique enough to be different from throwing your own dagger and then retrieving it or using a sling / bow. If someone wants to simulate the effect they can simply buy more daggers.
Deleted my suggestion, realizing that it would create a burden on the GM.
Edited: tortdog on 29th Aug, 2007 - 1:29am
I'd like to see a flail in the market place. I'd say it would cost about as much as a mace or a short sword but hit as hard as a long sword or maybe even a little more (1d10?) I was hoping my character could dual wield flails but since they were unavailable I went with maces instead.