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<blockquote data-quote="MThibault" data-source="post: 458563" data-attributes="member: 7971"><p>Are magic items "equipment" or "commodities"? I guess that depends on who you are selling to. If you are selling them to adventurers they would be equipment. If you are selling to collectors they would be commodities. It isn't really a useful distinction in this case (IMHO). The more useful distinction is between direct sales and intermediary sale.</p><p></p><p>The 50% rule is quick and simple but I try to tie the actual sale price to Gather Information checks (to find a buyer or reputable agent) and Diplomacy (to negotiate the actual sale). If you find an agent to sell an expensive item (1,000gp or more) for you, then they would handle the Diplomacy part of it and would take a standard commission (10%).</p><p></p><p>To keep it as simple as possible (my group doesn't want to spend more than 5 minutes selling things) while still rewarding players who have spent skill points on social skills, I use a Gather Information check to set the baseline price (i.e. you search around to find someone who wants to buy this sort of thing this week, the better your check the better the shop/ agent/ collector/ buyer etc. for your needs)</p><p></p><p>So DC10 25%, DC15 50%, DC20 60%, DC25 75%, DC30 85%, DC35+ 90%.</p><p></p><p>Anything below a 10 and you don't find a buyer today for that item. You can hold off and look for a more reasonable dealer tommorrow, though. Yes, there are diminishing returns on higher DCs. But these are the starting point of negotiations, and no buyer is going to start negotiations at full market price. You would have to resort to magic to do that. I don't allow Take 10 or Take 20 for this check.</p><p></p><p>So that sets the base price.</p><p></p><p>The players can always take the base price. But they can push the price up with opposed Diplomacy checks. A successful check will alter this price, by +5% for every 2 points difference in the check up to 100% and +5% for every 5 points difference over 100%. So it is possible to go over 100% but not likely and not far. If the baseline were 90% (Gather Information DC35+) and the bard wins the Opposed Diplomacy check by 30 points the selling price will be 125%. If the PC loses the opposed diplomacy check they are stuck with the baseline price. No retries.</p><p></p><p>It only takes a few rolls and you can get a wide variety of prices. Mostly they'll end up in the 50%-60% range, with the occassional 75% if they take enough time or roll really well. A high level bard can push that up to 85%. But they'll need two excellent social skills (you pretty much need a bard) to get the really sweet deals.</p><p></p><p>BTW I allow Bluff to replace Diplomacy, but if you lose the opposed check (against Sense Motive) you are going to be blackballed and have to start over again with the Gather Information checks at -10.</p><p></p><p>Obviously there might be some ad hoc adjustments for town size/demographics. These are either a hard cap on the value of item that can be sold, or a circumstance modifier to the Gather Information checks.</p><p></p><p>I don't know if this is useful to anyone else, but I'm pretty happy with it.</p></blockquote><p></p>
[QUOTE="MThibault, post: 458563, member: 7971"] Are magic items "equipment" or "commodities"? I guess that depends on who you are selling to. If you are selling them to adventurers they would be equipment. If you are selling to collectors they would be commodities. It isn't really a useful distinction in this case (IMHO). The more useful distinction is between direct sales and intermediary sale. The 50% rule is quick and simple but I try to tie the actual sale price to Gather Information checks (to find a buyer or reputable agent) and Diplomacy (to negotiate the actual sale). If you find an agent to sell an expensive item (1,000gp or more) for you, then they would handle the Diplomacy part of it and would take a standard commission (10%). To keep it as simple as possible (my group doesn't want to spend more than 5 minutes selling things) while still rewarding players who have spent skill points on social skills, I use a Gather Information check to set the baseline price (i.e. you search around to find someone who wants to buy this sort of thing this week, the better your check the better the shop/ agent/ collector/ buyer etc. for your needs) So DC10 25%, DC15 50%, DC20 60%, DC25 75%, DC30 85%, DC35+ 90%. Anything below a 10 and you don't find a buyer today for that item. You can hold off and look for a more reasonable dealer tommorrow, though. Yes, there are diminishing returns on higher DCs. But these are the starting point of negotiations, and no buyer is going to start negotiations at full market price. You would have to resort to magic to do that. I don't allow Take 10 or Take 20 for this check. So that sets the base price. The players can always take the base price. But they can push the price up with opposed Diplomacy checks. A successful check will alter this price, by +5% for every 2 points difference in the check up to 100% and +5% for every 5 points difference over 100%. So it is possible to go over 100% but not likely and not far. If the baseline were 90% (Gather Information DC35+) and the bard wins the Opposed Diplomacy check by 30 points the selling price will be 125%. If the PC loses the opposed diplomacy check they are stuck with the baseline price. No retries. It only takes a few rolls and you can get a wide variety of prices. Mostly they'll end up in the 50%-60% range, with the occassional 75% if they take enough time or roll really well. A high level bard can push that up to 85%. But they'll need two excellent social skills (you pretty much need a bard) to get the really sweet deals. BTW I allow Bluff to replace Diplomacy, but if you lose the opposed check (against Sense Motive) you are going to be blackballed and have to start over again with the Gather Information checks at -10. Obviously there might be some ad hoc adjustments for town size/demographics. These are either a hard cap on the value of item that can be sold, or a circumstance modifier to the Gather Information checks. I don't know if this is useful to anyone else, but I'm pretty happy with it. [/QUOTE]
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