For those of you that have not got Winds of Magic, one of the new Career cards is Merchant. I am really pleased with this, as that is the way I want my character to go, and I was more than a little worried that I would have to use Burgher for a merchant career. However I see several problems which I feel shows a lack of joined up thinking at FFG:
1. Under usual trappings on the back of the card, it lists House with servants, rich clothes, warehouse, a share in a merchant ship or caravan and 300GC in funds or trade goods. Fine I know they are not the prerequisites that they would have been under 1st or 2nd edition, but even so it highlights a few glaring problems, mainly the cost of most of these items. Under the previous two editions you either had definitive prices for all this, or ways of extrapolating the costs.
2. The merchant special ability allows you to buy one item at one availability class better. That works fine if you want to buy a telescope or illuminated book, but is useless if you want to buy a suit of plate armour or a Hochland long rifle, as weapons and armour do not have seperate costs, at different availabilities.
3. Both 1st and 2nd edition had trade rules come out, not that long after the core edition, in Death on the Reik in 1st edition and Warhammer Companion in the 2nd edition. At the moment we have not even got a decent equipment list, so trading is almost impossible. We have no prices for horses and mules even, let alone carts, waggons, barges, ships, warehouses and houses. It is also difficult to extrapolate over from the Old World Armoury and Companion from 2nd edition, as the prices we do have in 3rd edition do not convert back into 2nd edition at all well. This is due I think to the economic tiers of gold, silver and brass brought into 3rd edition, which I think are great, except that there is absolutely no information on how that affects individual goods prices.
4. Without trade rules, no player is going to keep even 1% of 300GC sitting around doing nothing. It also means that the Merchant Career largely becomes an irrelevence, as there is no way to actually be a Merchant, except by roleplaying a career where there is no rules to underpin it.
I know there are other things like Hedge Wizardry and Necromancy that other people want published, but by publishing the Merchant Career without any trade rules or prices, It is the same as producing a Hedge Wizard career without producing any spells for it.
What do people think?