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<blockquote data-quote="baradtgnome" data-source="post: 459428" data-attributes="member: 2722"><p>So I don't remember seeing it either. It says that commodities can be treated like $ and lists them, so by omission everything else is non commodity. Well at high GP levels the logic of economics breaks down. Oh, well, it is a game. </p><p></p><p>If something is in demand, then you ought to be able to use an 'agent' to connect 'buyers' and sell relatively quickly and only pay a reasonable percentage. If you need the GP and must dump the item, then I suppose you are going to take a bath. Seems to me that valuables of any sort, including, magic would fall into this category.</p><p></p><p>To the 'why would a wizard bother making magic items to sell if he could only get 1/2 price' discussion I would offer this. Something that makes items to sell in a shop is a factory. This is an adventure game, if you need more cash make items for your own use, and go kill a dragon or something with a big stash. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p>Sure in a pinch a player may resort to this for some much needed capital, and if you consider that fun RPGing, great! But consider that most factories have agreements with outlet stores, shops or something to move their wares, so too would a wizard in the business. Or else she would not get good prices or would have to spend time selling them herself. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite11" alt=":rolleyes:" title="Roll eyes :rolleyes:" loading="lazy" data-shortname=":rolleyes:" /> </p><p></p><p>Lots of interesting ideas in this thread that do help the poor (literally) players. However, I personally try to limit new things to calculate, keeps the game moving on. I use the 50% rule modified by whatever seems sensible at the time. As a DM I am a sucker for a well role-played encounter, and reward thusly. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> </p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="baradtgnome, post: 459428, member: 2722"] So I don't remember seeing it either. It says that commodities can be treated like $ and lists them, so by omission everything else is non commodity. Well at high GP levels the logic of economics breaks down. Oh, well, it is a game. If something is in demand, then you ought to be able to use an 'agent' to connect 'buyers' and sell relatively quickly and only pay a reasonable percentage. If you need the GP and must dump the item, then I suppose you are going to take a bath. Seems to me that valuables of any sort, including, magic would fall into this category. To the 'why would a wizard bother making magic items to sell if he could only get 1/2 price' discussion I would offer this. Something that makes items to sell in a shop is a factory. This is an adventure game, if you need more cash make items for your own use, and go kill a dragon or something with a big stash. :D Sure in a pinch a player may resort to this for some much needed capital, and if you consider that fun RPGing, great! But consider that most factories have agreements with outlet stores, shops or something to move their wares, so too would a wizard in the business. Or else she would not get good prices or would have to spend time selling them herself. :rolleyes: Lots of interesting ideas in this thread that do help the poor (literally) players. However, I personally try to limit new things to calculate, keeps the game moving on. I use the 50% rule modified by whatever seems sensible at the time. As a DM I am a sucker for a well role-played encounter, and reward thusly. :p Good luck! [/QUOTE]
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