Nemni wrote:
No one forces anyone to grind. You don't need items before you start RPing. And it's not an either or between killing stuff and RPing. Most people do a bit or both. Many people RP
while fighting stuff. Like adventurers

But if there was nothing left to fight for then that part of the game would be basically cut off.
But yeah, optional gold sinks could be good.
No, you don't. Anyone can do certain forms of RP, like campfire RP and less intensive events/mini events. Also, for looting, most people want to get it done as quick as possible. And most people don't RP back when doing it. You'll stop and type, and notice that your group has gotten very far ahead by the time you are done typing. That discourages RP while adventuring for most, as well. Also, RP while grinding in the same areas tends to get monotonous for most. There are only so many times you can RP killing the same pack of X creature, after all. Its like talking about work to your co-workers while working a crappier job. Its always going to be the same work. Naturally though, like in that example, you can always RP talking about other stuff (as you would talk about other stuff with your hypothetical co-workers). But, like campfire RP, this can run dry quickly as well.
Regarding items in RP:
--Conflict RP often results in at the very least roll-based PvP, if not mechanical PvP.
--DM events require skill rolls and certain items can also enhance your "RP power". RP your character sheet requires certain level of skills and items as well (certain items do have both mechanical and RP value, and you can't RP an item that isn't there). Certain items also give unique abilities to your character, as listed either in their description or as feats.
--Being a HiPsing character requires you have the highest tier of stealth loot, if you want to reliably play the spy or sneak role. Detectors gain a big advantage inherently, due to the way nwn2 handles stealth, so sneakers need those bonuses to get by. Plus, with the added disguise system, that introduces another skill (disguise, or bluff if you have master of disguise) that will require items to back it up.
Items, like levels, don't just give you mechanical power. They also give you what I call "RP power". This means you can do more in RP than "Joe Smith" beside you, or do what "Joe Smith" can do, but better. That is just the nature of making your character more powerful.
Grinding isn't just beneficial for mechanical power, it also gives you the means to enhance your RP power as well.
You are correct, in a sense. Just as with boosting your mechanical power, no one forces you to grind. But there are very heavy incentives to do so.
----------------------------------
That said, regarding gold sinks:
Things like NPC vendors for potions, wands, and scrolls are good. Consumables make excellent gold sinks, and they can be done without infringing on player-crafting-merchant RP. The best way to do this is to jack up NPC prices by say. . .50% more than what a player would craft it at. People can get this consumables (and will get these consumables), but if a player happens to be on, it'll still be cheaper to get it at the player.
Consumables are perhaps one of the best gold sinks, especially if you make consumables that players can't craft but are very expensive. For example:
A staff that grants etherealness (5 charges/use) at a CL of 10.
A book that grants shadow shield (5 charges/use) at a CL of 20.
A dagger that grants mind blank (5 charges/use) at a CL of 20.
A book that grants premonition (5 charges/use) at a CL of 30.
Each of these items might cost 60-90k, and would be available at a relatively easy-to-access vendor. A gold sink can't be so expensive that only the elite can buy them, but it must be expensive enough to be a drain on the buyer's wallet. In addition, it must be powerful enough to make people want to buy it. If no one buys it, then it fails as a gold sink.
--Each of the above items is affordable to a semi-casual grinder, and is likely something they would purchase after they've purchased the rest of their items (as gold sinks usually are).
--Each carries a useful and powerful effect.
--Each requires a large measure of upkeep, ensuring that gold is constantly spent when they are used (and thus, drained from the system). Each item uses 5 charges per use, and since all items have 50 charges total, this means that it will have 10 uses before it needs to be recharged again.
Other gold sinks could include:
--Sanctified Bomb: A throwable item, that causes a CL 25 mass heal upon impact. Costs 3000 gold.
--Magic Circle Dust: A consumable item, that creates a circle against (good/evil) at a CL of 10. Costs 1000 gold.
--Perfect Ninja Powder: A throwable item, that creates a darkness effect around you for 10 rounds, and gives all who are hit by the impact greater invisibility for 10 rounds. Costs 1000 gold.
And other such items. They are less expensive than the charge items, but still have their uses.