So the stores for these areas could do with a little tweaking (Thank you for sharing your insight on this with me Howl)
My suggestions (and bug fixes) would be as follows:
For equipable items that do not currently have aspects, give them either a random or set aspect upon spawning.
Why? - The original intent here was to prevent players from chasing specific aspect changes by re-purchasing items or by nagging DM's. Since this was done however, the Prism system has been introduced which allows you to adjust the aspect without DM intervention. At present items that spawn without an aspect cannot be given one through the use of prisms either, so losing 2-3 slots to aspect-less items deminishes their value quite a bit.
I am
Consumables: Potions especially are bad for this in that they cost both gold and the shop resource (And are often also priced higher than standard shops) - These costs should probably be reduced to zero for consumables.
Rebalance/Remove: Some items are now rather pointless (Lightened bedroll for example since we no longer use bedrolls.)
Some items are also where other items are extremely expensive but are worse than basic college robes. When I say expensive, it largely refer to the amount you get from completing digs and handing items in (20-40 per dig, give or take) and so some items (Such as the archaeologists jacket, which seems to be worse than basic college robes, costing 1100, puts it at a very high price for something of middling to no benefit mechanically speaking.)
My suggestions (and bug fixes) would be as follows:
For equipable items that do not currently have aspects, give them either a random or set aspect upon spawning.
Why? - The original intent here was to prevent players from chasing specific aspect changes by re-purchasing items or by nagging DM's. Since this was done however, the Prism system has been introduced which allows you to adjust the aspect without DM intervention. At present items that spawn without an aspect cannot be given one through the use of prisms either, so losing 2-3 slots to aspect-less items deminishes their value quite a bit.
I am
Consumables: Potions especially are bad for this in that they cost both gold and the shop resource (And are often also priced higher than standard shops) - These costs should probably be reduced to zero for consumables.
Rebalance/Remove: Some items are now rather pointless (Lightened bedroll for example since we no longer use bedrolls.)
Some items are also where other items are extremely expensive but are worse than basic college robes. When I say expensive, it largely refer to the amount you get from completing digs and handing items in (20-40 per dig, give or take) and so some items (Such as the archaeologists jacket, which seems to be worse than basic college robes, costing 1100, puts it at a very high price for something of middling to no benefit mechanically speaking.)