Omg thats even worse. One PC will be a multi millionaire for selling a few rifles, and the others will be paupers!
I need to set down and redo the wealth system for this thing to something that makes sense.
Well There are two main reasons why this gambit can't actually work. The first is that the sale value of any item a hero sells is 3 points lower than its purchase DC. So each of those items he bought at a purchase DC of 14 has a sale value of 11. With each sale, the character regains Wealth bonus equal to what he would lose in buying such an item -- in this case, +1d6 points for the first item (since its sale value is 11 points higher than the hero's current Wealth bonus), then 1 point for each additional item (sale value 1-10 points higher than the player's now slightly higher Wealth bonus), until his Wealth bonus reaches +11. Once it hits that level, it can't be increased with further sales of those items, so the hero can't work his Wealth bonus back up to its original +15 this way.
And here's the kicker -- it takes 1 hour per point of purchase DC to buy something, and 1 hour per point of sale value to sell it.
(GMs are welcome to ignore this rule for common items, but it should be enforced when a player is trying to blatantly play the system.)
Thus, it takes 25 hours to buy one item at a purchase DC of 14, then resell it at a sale value of 11. That's at least two days, if the GM is generous with the amount of time per day he allows the hero to spend wheeling and dealing. Taking full advantage of the resale option (that is, selling enough of the unwanted items to get the hero's Wealth bonus back up to +11) would likely require selling eight or nine such items. That's a total of 16 to 18 days spent doing nothing but buying and selling for 12 or more hours per day. Meanwhile, the other heroes are out adventuring, getting things done, and probably hauling in plenty of XP and Wealth.
So,while he's making money, the rest of the party is leveling up