Hi Jenetiks
It goes really well.
My players are fully aware they’re trading their ability to absorb Attrition, so they’re very mindful when they do trade gear. They don’t tend to trade items they’ve spent HP upgrading. It’s usually either poor loot they’ve found (like from the Junk and Flotsam table) or, for example, they’ve just acquired 5 HP through adventuring but need 6 to get that next upgrade/advance before the next adventure, so they’ll sell something.
I like to keep things simple at the table, so everything is indeed valued as in the rulebook, whether buying or selling.
I only have two rules:
- Crossed-off items can’t be traded.
- Only the player selling the item gets the HP
I know that second rule might be a bit controversial with some folk, but it keeps it simple at my table.
You see, other than fixed investments in things like Skills, Magic, etc., I see HP as a fluid resource that my players can use freely. As long as they’re not trying to abuse that, I’m happy to allow my players to manipulate their characters however they like.
Of course, this is just my table. Other folk might have a better or more interesting method?
DMG