Liri wrote:
I think Snuffles' idea is the best one; allow players to sell their crafted items to stores (arrows and bolts, at least) at a price they set. But if that's not a practical solution, I will make a comment about the pricing of various "basic" items.
In the real world, when an item is overpriced (as arrows are), competitors arise to undercut the prices. Arrows are fairly easily made and can nearly be mass produced, even within the world of SK. Foodstuffs are similar. Certain items which are in wide demand and which are easily produced will NEVER go above a certain price, unless you assume worldwide inflation (something we're experiencing now in SK) and devaluing of the currency.
I think that some items, which are mostly bought in bulk, should be price-controlled, to account for the assumed fact that if, for instance, one meal costs 3 gp while the actual worth of that meal is 10 sp, someone in town is going to start producing and selling that meal for 1 gp and stealing away all the first shop's business.
Exempting some "bulk" items from the pricing structure would serve the same purpose, and prevent situations where one not-very-impressive meal, or one arrow, costs the same as, say, three pieces of beginning armour.
Makes sense?
This is very sound theory. As much as I'd suggest you not hold your breath for it to be actually implemented, I'd also suggest that it's possible that it was already considered, but that the economy system is being altered in a piece-meal fashion.
That's a ridiculous fashion to alter a system as complex as an economy, but it's possibly what's happening.