Well, yeah, the problem was never that an attitude system exists, but how it works and how easy it is to manipulate.
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The second problem I talk about is a bit different and it's mostly about quality of life more than game logic. If we have a charismatic "face" dealing with the merchant and bringing the prices down, let this just be the refence point across the entire merchant UI, even when we swap to a different character.
Don't force us to juggle needlessly with the inventory and pack the guy like a mule because selling with everyone else gives you substantially worse prices.
There is even more than one way to go about it.
You can either:
- make it so that any transition is managed according to the stats of the guy starting the conversation
- straight up use the best value in our party regardless of who talks first
- make it an average value between party members (a bit of an extra step, but on the other hand it would be a simplification that takes into account that the same party may include, say, the charismatic and beloved paladin and the despised rogue drow).