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<blockquote data-quote="Spatzimaus" data-source="post: 455451" data-attributes="member: 3051"><p>The 1/2 thing is the basic "equipment can be sold for half value" thing you mentioned at the start, it's just restated in a few places.</p><p></p><p>The difference between a "commodity" and "equipment" is in how it retains its value. A diamond would be a commodity. Its resale value will be the same as its purchase value, plus or minus market variations and haggling. It's retained its value completely. Gold bars, coins, etc. all fall into this category: they ARE money, just in different forms.</p><p></p><p>Equipment, on the other hand, decreases in value over time. A brand-new sword is better than an old, rusty sword, assuming they started at equal quality. The basic D&D rule is just half-value when you go from "new" to "used", because D&D doesn't use an item wear system or a quality system (except for the Masterwork thing). Of course, if I took your +1 sword and increased its enchantment to a +2, I should get full value for the "new" sword, right?</p><p></p><p>The problems with this I mentioned before. Magical items derive most of their value from their enchantments, which never decrease in power. Also, constructing magical items requires materials equal to half its market price, so it should never drop that far simply because at 50% it's cheaper to just make a new one. That's why I picked 75% as the "average" resell price.</p><p></p><p>Really, you should also include a depreciation system. If I buy a new sword and turn around to sell it back, it hasn't decreased in value. Even if I kill a few things with it in between, it'll still be mostly full value. This is where haggling comes in.</p><p></p><p>The catch is, it all has to end up transparent to the players. For example, using my original system, I could say the margin is 500%/(CHA + (opposed Bluff-Sense Motive check or whatever).</p><p>But, to keep there from being tons of rolling, I just say that the default merchant buys and sells at a flat 80% and 120%. If you choose to haggle, THEN you can roll the opposed check.</p><p>If you fail the check too badly, the merchant just refuses to talk to you altogether; you annoyed him by trying to argue over pennies while he was trying to deal with other customers. Likewise, maybe he hates your race and won't talk to you in the first place, in which case I might force you to roll the check with a -5 penalty or something just to see what price he WILL sell to you at.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 455451, member: 3051"] The 1/2 thing is the basic "equipment can be sold for half value" thing you mentioned at the start, it's just restated in a few places. The difference between a "commodity" and "equipment" is in how it retains its value. A diamond would be a commodity. Its resale value will be the same as its purchase value, plus or minus market variations and haggling. It's retained its value completely. Gold bars, coins, etc. all fall into this category: they ARE money, just in different forms. Equipment, on the other hand, decreases in value over time. A brand-new sword is better than an old, rusty sword, assuming they started at equal quality. The basic D&D rule is just half-value when you go from "new" to "used", because D&D doesn't use an item wear system or a quality system (except for the Masterwork thing). Of course, if I took your +1 sword and increased its enchantment to a +2, I should get full value for the "new" sword, right? The problems with this I mentioned before. Magical items derive most of their value from their enchantments, which never decrease in power. Also, constructing magical items requires materials equal to half its market price, so it should never drop that far simply because at 50% it's cheaper to just make a new one. That's why I picked 75% as the "average" resell price. Really, you should also include a depreciation system. If I buy a new sword and turn around to sell it back, it hasn't decreased in value. Even if I kill a few things with it in between, it'll still be mostly full value. This is where haggling comes in. The catch is, it all has to end up transparent to the players. For example, using my original system, I could say the margin is 500%/(CHA + (opposed Bluff-Sense Motive check or whatever). But, to keep there from being tons of rolling, I just say that the default merchant buys and sells at a flat 80% and 120%. If you choose to haggle, THEN you can roll the opposed check. If you fail the check too badly, the merchant just refuses to talk to you altogether; you annoyed him by trying to argue over pennies while he was trying to deal with other customers. Likewise, maybe he hates your race and won't talk to you in the first place, in which case I might force you to roll the check with a -5 penalty or something just to see what price he WILL sell to you at. [/QUOTE]
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