Grabuto138 said:
I am sorry but I do not buy this premise. I'd think that adventurers and soldiers who lived long enough to be able to afford magic would be a fraction of an already small market. Most buyers would be collectors or wealthy people making vanity purchases.
A low-percentage of the population market, WHEN TOTALLED OVER THE ENTIRE WORLD, give you are really, really big market.
Also, to reference your much earlier post, I do not think that people who view magic items as tools would be inclined to purchase them used from shifty, homeless, adventurer types. Since their lives depend on these items they would be more likely to buy them from a reputable merchant who has a reputation at stake. They would buy them at 100% from the person who bought it from your character at 20%.
Two comments:
(1) the people who buy magic items are precisely the same, shifty, homeless, adventurers who sell them.
(2) magic item ID is easy. Like, really really easy. You don't need to sweat the whole reputation thing.
Were high-end soldiering my trade I would not buy used body armor. And I wouldn’t buy my H&K MP5 from a wandering South African mercenary. I would happily pay full retail since it is so important.
RL body armor degrades over time. RL body armor quality won't be immediately determinable (defects in ceramic plates, unless they are catastrophic, will take intense, and possible destructive, testing to find). In 4e, magic items are fully IDable in 5 minutes and don't degrade. Those *would* be valid points *if* 4e had cursed items/expensive magic item identification.
For adventures who consider magic items tools it is unlikely that the specific tool they need to accommodate their specific skills and tactics are available on the secondary market. They would likely have them made by a trusted associate or mage for hire. Even if the item was available, they would probably not trust their lives and a ton of money on the honesty of a bunch of adventurers, who even if well-intentioned may not fully know or understand they item they are selling. They would go to a merchant they trust.
Again, once you SUM OVER THE ENTIRE WORLD, someone is going to be selling the item you want (and buying the item you want to sell). You might by lazy and use a broker, but the extremely rapid turn-around will drop to achievable profit margin the broker can charge. Remember, we aren't *actually* in an MMORPG. Your character (probably, setting dependent I suppose) won't respawn on death, and will probably value staying alive over a few extra days at the market (unlike an MMORPG character, who NEVER risks permanent death or item loss).
Finally, the value of the item is not interchangeable since the market is so small. The price of the Wand +3 may be astronomical since there are currently two powerful Warlocks looking for a wand. Once these guys get their wands the price would drop dramatically. To reference your earlier machine tool example, a propriety set of machine tools would be worth a fortune if one of a few potential purchasers were looking to buy one. They would be worthless otherwise.
Much of this is moot, however, in the context of the Skill Challenge. You can find the Warlock who wants the wand, or the company looking for the machine tools. You just have to role play it out. Otherwise you dump it for 20%
Again, the market is huge. It *would* be diffuse (and effectively small) if travel wasn't easy. Travel is, however easy. At high enough level that a single world doesn't support a full market, you can go to the City of Bronze and visit markets that serve the ENTIRE MULTIVERSE.
Extreme mobility (an adventurer staple, boosted absurdly in 4e) means that a theoretically small market (adventurers trading magic items) becomes a huge market.