So, first: thank you, we've needed something like this for years, but honestly I'd never have thought of a "shop" as the solution for custom items, but it's such a great idea. Now for my initial thoughts on what I'd want: - ability to hide "rarity" from the players (on a per item or per shop basis, or both) - both a description and a gm description (it looks like a +1 sword, but it's a cursed sword with a specific effect); this is particularly important for treasures, but a fly-by-night street vendor might sell a few cursed items too - weight per item - an (optional) image field per item (if not populated, omit it from the shop inventory display for players, don't replace with a dummy image) - for generate from compendium, a way to search for a specific item by name (or other critiera) - stocking level (a separate counter per item so the DM can click something to replenish the shop between adventures; eg, the local temple might only keep 5 healing potions on hand, but will make more the next day, or week, or whatever) - this would require changes to the inventory system, but containers: I want the arrows I buy to associate with a quiver and go into it when I buy them, up to its capacity (there's a whole lot more needed there, as I might have separate quivers for normal and +1 arrows, or want excess to go into a backpack or similar - the inverse of a treasure box: eg, a storage chest. My current campaign has a nautical component, and players each have a "seaman's chest" that stays on their ship, where they can store excess stuff. A dungeon equivalent is a chest kept at a base camp, or saddlebags on a mount. For all of these, there's a maximum capacity (in weight as D&D doesn't really do volume) but within that constraint the player can move stuff between their sheet and the chest (you need to support more than one; someone might have both saddlebags and a chest they left with the local innkeeper) - Mike E's suggestion for a way to "steal" from a shop (or treasure chest) is great. I have one rogue who always tries to pocket a couple of items from any chest opened, if nobody is too close - for buying stuff and moving it to a PC's sheet, drag and drop is great, but how about a "buy" button that just transfers it (and checks the sheet for sufficient coinage and deducts as needed). shift-clicking "buy" could bring up a "steal" dialog as well. If the player has more than one sheet, you'd need to let them select which (some of my players have mules done as PC sheets with their own inventory, so they have two active sheets, theirs and their mule). - if you implement "buy", you need a way to revert the transaction (maybe time-limited) in case someone buys the wrong thing through a mis-click - consider how to avoid parallel transactions: if a shop only has one +1 sword, two players shouldn't be able to buy it simultaneously (eg, wrap the transaction in a semaphore of some sort) One final thought: since this is a sheet and can be put on a map, give some thought to the experience of a shopping player wandering through a market with multiple shops: token nameplates work for the shop name, but descriptions are very important (maybe populate the bio & info description from the description on the sheet portion, or make them the same). And when they open a shop, how do they do that? Right now, they shift-double-click on the token and get the "bio and info" tab or right click and select "character sheet" to get the shop (character tab). Maybe add a right-click option to go to bio-and-info (to see the shop portrait and text (and change "character sheet" to "shop inventory" or similar for this kind of sheet). Ideally the bio & info tab would have an obvious way to go to inventory (a button, or at least change the tab name from "character sheet").