ChrisAmes: I think that if you have managed to pseudo identify and item, the default price when selling it unidentified to a shop should change accordingly. Eg, a dagger {good} should sell for, say, two or three times as much as a dagger {average}.
NeilStevens: I don't see that this makes thematic sense.
- Player: It's a good dagger. Storekeeper: Says who? Player: Says my gut feeling. Storekeeper: Yeah right. Player: No, really. I just know these things. Storekeeper: I've had it; I'm going to Londis!
Plus, the idea is to make players have to pay to identify, I think.
KhymChanur: Yeah, but if use a scroll/staff/spell of identify on something, the shop-keeper will buy it at its actual value, even though s/he only has your word for it...
ChrisAmes: I always thought that pseudo identifying something came from examining the item and being able to tell about how good it is... from sharpness or style of whatever rather than a gut feeling. In that case you could point out the details to the shopkeeper:
- Player: It's a good dagger. Storekeeper: Says who? Player: No look here, the blade is really sharp and clean. Plus the handle is made from a rare metal. Storekeeper: Ah, okay.
ZasVid: This makes some sense, because shopkeepers now won't buy a {cursed} item.
- Player: I've got this dagger, but I've got a bad feeling about it. Storekeeper: I'm not buying it. Player: Why? Storekeeper: 'Cos you've got a bad feeling about it.
If I knew there's something wrong with this dagger, I wouldn't tell the storekeeper. Though this could enrage him if he noticed that I might have had some idea that it's no good.
Perhaps we could tie it to charisma - the more charisma the more cash you get from pseudo-Id'ed weapons and chance to enrage shopkeepers with selling them {cursed} items is lower.
- Storekeeper: You knew this is crap. Player: No, I didn't. {charisma check} Storekeeper: Liar! I'm going to Londis! / Ok, my bad.
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