Kraydak said:Bull. The PCs, of course, have the ability to flip the merchant off. If you are in an illiquid market, a very low offer will result in no deals getting done.
Not the merchant's problem, if you decide you want to find a buyer yourself.
Kraydak said:Bull. The PCs, of course, have the ability to flip the merchant off. If you are in an illiquid market, a very low offer will result in no deals getting done.
Sotheby's is not the merchant you're looking for.Andor said:There seems to be a consensus that the correct model for evaluating Magic Item sales is the antiquities market, with Faberge Eggs cited as a particularly close parallel.
Having just checked Sotheby's website I find that they charge a commision on a sliding scale starting at 25% and moving down as the price of the item increases.
Their profit on the sale of a Faberge Egg would be 12%, not 700%.
AZRogue said:1. As was suggested much earlier, you can decrease the amount of treasure in the future so that the increase in gold gained is factored into the PCs' treasure.
kilpatds said:Do we have enough information to do the math? If I let my players sell magic items for 50%, as a campaign wide house rule, by how many levels should I reduce the parcels?
A level 5 set of parcels has one magic item of each level from 9 to 6, and enough cash to buy 2 level 5 items.
That's 12000 gold worth of magic items, so I'd be giving the group an extra 3,600 gp (6000 - 2400), which is an two additional level 6 items. So it sounds to me like I should reduce the treasure given by a level or two.
That sound about right?
Ahglock said:This is sort of how I look at it. Sure we can try to rationalize reasons for such a huge discrepancy and they may be totally valid. But it is a game and when you penalize the selling of items to such a large degree, its basically just saying people do not sell magic items. And if that is what you want to say, just say it, don't come up with rules that amount to a flogging for trying to do the act.
Plane Sailing said:I'm astonished at the number of people in this thread who believe that any game world should have exactly the same market conditions and freedom of buying and selling that they enjoy in (a presumably) modern western technologically advanced country.
You write as if the merchant was certain to find a buyer for the item at 5,000 gold and that finding this buyer was free. Furthermore, you presume that the merchant runs no risk of theft, swindling, or confiscation by kings. I think you presuming too much for a default D&D world.gizmo33 said:There seems to be plenty of indication that literate traders and "agriculturalists" (ie. overseers/bailiffs of manors) knew what their goods were worth - but somehow adventurers who can read and write are clueless? Or somehow the victims of some weird solidarity amongst traders (since the DM plays all NPCs) who insist on making 8,000 gp profit on a 10,000 gp item but will turn up their noses at 5,000 gp?
Ximenes088 said:You write as if the merchant was certain to find a buyer for the item at 5,000 gold and that finding this buyer was free.
Ximenes088 said:Furthermore, you presume that the merchant runs no risk of theft, swindling, or confiscation by kings. I think you presuming too much for a default D&D world.
Ximenes088 said:What do you suppose that merchant's profit margin is on iron pots and pans? On bolts of good linen? Dyes? Medicines? Tools? Spices? If he's anything like a medieval merchant, you can very well bet he's getting 4:1 profit before the nobles and his own expenses take their cut.
Ximenes088 said:So why in the world is he going to take the 2,000 gp he can turn into 8,000 gp via sundries, tools, and low-danger supplies and spend it and 3,000 more buying a magic sword that he will at best get a 2:1 gross on?
Ximenes088 said:PCs don't just have to give the merchant a profit, they have to give him a bigger profit than he'd get on other goods for the same outlay. And it's a passing incompetent merchant who can't do better than 2:1 before subtracting overhead.