Spatzimaus
First Post
This whole discussion is going to end up being a "here's how we do it in my campaign..." thread, so let's simplify it now.
There are two basic extremes, and parts of your campaign will fall somewhere in between.
1> HIGH-DEMAND: Hordes of adventurers are desperate for decent magical items, and by "decent" I mean the stuff the local hedge wizard can't whip up in his spare time.
If you find a +3 sword, it should be REALLY easy to sell it for close to market value, since you'll be selling directly to the people who want it (no middleman). To save time, I might get a local merchant to sell the item on commission, but I'll still get most of the value since he knows he'll be able to move it. Commission is small (10%) since he's not having to store or advertise much.
For this sort of thing, the system I mentioned, or njrpg's one (nice idea, BTW), work just fine. You get most of the value, selling more or less directly to the person who wants the item.
2> HIGH-SUPPLY: An army of wizards cranks out so many of the things that you can pretty much find whatever you want whenever you need it.
In this sort of environment, my chances of a quick sale are practically nil. Anyone who wants an item has probably already bought one or has had a more suitable item custom-made. It might take months to sell a valuable item, in which time you compete with others to sell similar items, so the "pawn shop" effect comes into play; you're just paying someone to get rid of it for you.
Here, I could easily see the flat 50% coming into play; mages who sell "used" items are looking to recover their material costs, not make a profit. Store owners have to cover the cost of all the items they just can't seem to move.
IMC we're closer to the first. An organized craft/psion/sorcerer guild has a virtual lock on high-end magical item production in the region, and they use market pressures to keep the supply just enough to meet demand. But, your mileage may vary.
Depending on local population, economy, politics, the whims of the DM, etc, you'll end up sliding between these two. It should also depend on the item; a straight +5 longsword will usually be easier to sell than a +1 Goblinbane Ranseur of Wounding, even though they both have the same price.
There are two basic extremes, and parts of your campaign will fall somewhere in between.
1> HIGH-DEMAND: Hordes of adventurers are desperate for decent magical items, and by "decent" I mean the stuff the local hedge wizard can't whip up in his spare time.
If you find a +3 sword, it should be REALLY easy to sell it for close to market value, since you'll be selling directly to the people who want it (no middleman). To save time, I might get a local merchant to sell the item on commission, but I'll still get most of the value since he knows he'll be able to move it. Commission is small (10%) since he's not having to store or advertise much.
For this sort of thing, the system I mentioned, or njrpg's one (nice idea, BTW), work just fine. You get most of the value, selling more or less directly to the person who wants the item.
2> HIGH-SUPPLY: An army of wizards cranks out so many of the things that you can pretty much find whatever you want whenever you need it.
In this sort of environment, my chances of a quick sale are practically nil. Anyone who wants an item has probably already bought one or has had a more suitable item custom-made. It might take months to sell a valuable item, in which time you compete with others to sell similar items, so the "pawn shop" effect comes into play; you're just paying someone to get rid of it for you.
Here, I could easily see the flat 50% coming into play; mages who sell "used" items are looking to recover their material costs, not make a profit. Store owners have to cover the cost of all the items they just can't seem to move.
IMC we're closer to the first. An organized craft/psion/sorcerer guild has a virtual lock on high-end magical item production in the region, and they use market pressures to keep the supply just enough to meet demand. But, your mileage may vary.
Depending on local population, economy, politics, the whims of the DM, etc, you'll end up sliding between these two. It should also depend on the item; a straight +5 longsword will usually be easier to sell than a +1 Goblinbane Ranseur of Wounding, even though they both have the same price.