V1.10.0: NPCs change money and sell things

- An NPC can change gold and cash at a rate of their own ("2 gold = $15"),
  the same both ways. Only gold and cash are taken: no silver, no copper
  and no change, and the amount has to be a whole multiple of the rate.
- An NPC can sell weapons and items from the campaign pools, each with a
  price in any coin or in cash, a level and an optional stock. The wares
  follow the NPC into every quest. An encounter can sell things itself
  too, for a stall with nobody behind it.
- Trading is open only in an NPC quest in progress, never in a battle,
  with an NPC who is in the scene and standing, for a character who is in
  it. Players see every rate and ware and trade for their own character
  in a new Trade card; the DM can trade for anyone.
- Only the DM sets trade up: "Trade" on an NPC's row on the campaign page,
  and the DM's part of the Trade card for an encounter's own wares. A
  ware's price and stock can be edited afterwards.
- Every exchange and purchase is written to the character's money log.
- All packages at version 1.10.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-07 13:45:40 +02:00
co-authored by Claude Opus 5.5
parent bdce3399ee
commit c852ecb2e4
23 changed files with 1281 additions and 65 deletions
+13 -3
View File
@@ -15,7 +15,7 @@ level up the same way weapons do), [SPELLS.md](SPELLS.md),
4. [Item levels](#4-item-levels)
5. [Dice on items](#5-dice-on-items)
6. [Starting items](#6-starting-items)
7. [Items as rewards](#7-items-as-rewards)
7. [Items as rewards and for sale](#7-items-as-rewards-and-for-sale)
8. [Permissions](#8-permissions)
9. [What is not modelled](#9-what-is-not-modelled)
@@ -121,13 +121,20 @@ In the builder's equipment step a new character can pick items that are:
Starting items and starting weapons share the campaign's "starting items"
allowance. Each arrives at level 1, quantity 1, unequipped.
## 7. Items as rewards
## 7. Items as rewards and for sale
On an encounter the DM can line up an item as a reward, at a chosen level and
quantity, and later award it to a character. Awarding adds it to the
character's inventory, stacking with any they already hold. See
[ENCOUNTERS.md](ENCOUNTERS.md).
The DM can also put an item **up for sale**, at a level, a price (in gold,
silver, copper or cash) and an optional stock. An NPC can sell it, wherever
that NPC is met, or an encounter can sell it itself. Players see what is for
sale and buy it in an NPC quest that is in progress: the price leaves their
purse and the item joins their inventory. See [NPCS.md](NPCS.md), section 5,
and [ENCOUNTERS.md](ENCOUNTERS.md), section 10.
## 8. Permissions
| Action | DM | Owning player | Other players |
@@ -136,6 +143,8 @@ character's inventory, stacking with any they already hold. See
| Add, change or remove pool items | Yes | No | No |
| Give an item from the pool, or take one away | Yes | No | No |
| Give a held item to another character | Yes | Yes | No |
| Put an item up for sale | Yes | No | No |
| Buy an item that is for sale, in a quest in progress | Yes, for any character in it | Yes, if the character is in it | No |
| Change quantity or level | Yes | No | No |
| Equip or unequip | Yes | Yes, if the character can use it | No |
| See a character's inventory | Yes | Yes | Yes |
@@ -146,6 +155,7 @@ character's inventory, stacking with any they already hold. See
- Armor and shields as items
- Using up items automatically, charges, and attunement
- Weight, carrying capacity and containers
- Prices, buying and selling (record the gold change in the money log)
- A price on the item itself: a price is set each time it is put up for sale
- Selling items back (record the gold change in the money log)
- Swaps as a single step (each side gives separately), and asking the
recipient to accept