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| Handling the Sale of Pokemon; Gotta fetch a price! But how much? | |
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| Tweet Topic Started: Jan 16 2015, 03:13 PM (1,742 Views) | |
| rlrichey | Jan 17 2015, 06:32 AM Post #11 |
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Rival
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Then in a universal system, shouldn't price be by stats, and availability by perceived rarity? |
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| Zweilous | Jan 17 2015, 10:56 AM Post #12 |
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Pokémon Trainer
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The problem I see with that is that availability and price are linked. Rarer things cost more, with a few artificial exceptions like diamonds. If the supply is too low for the demand, the price shoots up because you suddenly have a bunch of people essentially vying for the same individual object. Most high BST Pokemon are rarer in the games, so rarity and strength correlate, but they're really separate things. Of course, GMs shouldn't make hi-BST mons more common than weaklings for sake of balance, so this point might be effectively moot, but there are exceptions. Farfetch'd is a perfect example, as is Porygon. You have to do a lot of work to earn Porygon in the RBY and there's only one Farfetch'd, so they're both valuable and would cost more despite being meh in terms of stats and usefulness. Same with other Pokemon that are said to be desirable like Snubbull. When I think a universal system, I think of a universal framework or formula that can be applied at GM discretion. Like there are objective tiers of rarity, but what goes in each is subject to GM plans, player plans, and campaign needs. Like in my example, the base cost of a wild-caught uncommon Pokemon is 1000. What qualifies as such is up to the GM, but the price, classification of "uncommon", and amount of other bonuses are set. Level is probably a good indicator of value, as even rich collectors enjoy the prestige of a high-level mon. Evolution level is another unless the NPC buyer (again, up to the GM) prefers underdogs. Point is, I think each individual piece of the puzzle should be set, while the application is subjective. Do different campaigns require different things, sure, but items also have a set price for the sake of balance. A really go-getter culture in your region where everyone is a trainer would have most Pokemon be monetarily worthless because anyone could go get one, while one in which trainers are rare or nobody knows how Pokemon work would see luxury prices. |
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| spoon | Jan 17 2015, 11:54 AM Post #13 |
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Pokémon Trainer
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I'm planning to use a(.5*pokeball the pokemon is in or 1 if the pokemon is not in a ball)+(Level^2)*(Rarity[1-4])*(Random Factors[.125-2.50]). This is to make trained pokemon more valued than untrained. The rarity is the normal; Common, uncommon, rare, ultra-rare. Some pokemon may sit in between two columns like Dratini could be 2.5 as uncommon-rare. Where Dragonite would definitely be rare and a 3 which encourages PCs to train even more. Random factor could be haggling skills (Guile, Charm, Tech Ed, etc.) or selling in the right region (rare ghost type is a city that loves ghosts). But as I said, this is a system to encourage training and it might not work in all campaigns. |
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| D98 | Jan 17 2015, 02:44 PM Post #14 |
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Pokémon Trainer
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Value of a Pokemon = (BST)*(DtH^2 + Trainer's Spirit) This keeps the pricing relatively consistent with the outlines of selling Pokemon on Page 432, but allows for good profits based on how persuasive the selling trainer is. Sentret being sold by a Trainer with Novice Charm sells for 1173 Pokedollars (23*(49+2)), where Common mons are suggested to be sold for 1000 Pokedollars. Whereas the same trainer sells a Larvitar for 18810 (30*(625+2)). This also is in line with "Stronger or Rare Pokemon 15000 Pokedollars or more)" from that same page |
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12:20 PM Jul 11
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Pokéball created by Sarah & Delirium of the ZNR





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12:20 PM Jul 11