Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
20% item resale value: impossible!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KKDragonLord" data-source="post: 4271154" data-attributes="member: 53721"><p>Selling weapons and armor are kinda hard indeed especially since most people dont have the kinda money to buy a "magic sword" and settle for a normal sword instead.</p><p></p><p>Since adventurers are supposed to be rare, at least in my world they are, i'd say that about 0.1% of the population become "partially successful" adventurers each generation, counting out 50% that are either too young or too old, thats about 1 person for the few small villages of my world, and 25 people from the capital. Finding those 25 in a city with 50.000 people can be rough. Either way the important part is that there aren't enough adventurers to make magic item commerce available. </p><p></p><p>Elves and Dwarves are a different matter, all Elves and Eladrin have player classes, though most of them don't have many levels and their entire population are of only a few hundreds. Dwarves have very powerful kingdoms and many warriors with magic items, but their kingdoms are mostly isolated and they are constantly fighting hordes of orcs or giants, and other threats, thats because when mankind expanded a big part of the monster races were expelled to the less hospitable environments, especially mountains. Dwarves do sell good quality equipment, mostly non magical though, and they trade mainly with human nobles and churches. There are a few rock gnome merchants powerful enough to travel and sell equipment on their own, but they are generally adventurer agents on information gathering assignments (aka spies).</p><p></p><p>Obviously there are other groups of people who have the resources and the means to own magic items. Those are all the militaristic groups of the world. Churches, Nobles, Cults, Armies, Organized Crime, powerful Mercenaries. The wizards of the world are all divided into doctrines, a few powerful wizards who have their set of pupils and tend to work closely with other groups toward mutual goals. They are all part of a guild and monitor the production of magic items very closely to make sure that to those who get them don't end up conflicting with their interests.</p><p></p><p>In a sense, since magic items are the equivalent of power, if there is a magic item available, it will be put to good use, a king will want his most skilled and trusted commander to have it.</p><p></p><p>That could be seen as a very high demand for magic items indeed, but the fact is that people who have items don't want to part with them. The group could sell their equipment for full value if they are diplomatic enough, or even a little higher if they bluff well enough (not too much).</p><p></p><p>But then they wouldn't easily find a way to buy anything better. Opportunities will come eventually, if they work for a church or for a wizard maybe. But those are the exceptions.</p><p></p><p>Most of the time, their best bet to get better equipment is either adventuring, or making their own. I have a house rule that will allow them to make better items with some risk involved, they must collect enough energy to try to make a better item and roll high, if they don't roll high enough, the excess of energy is wasted.</p><p></p><p>Basically, to me and my world, magic items are very rare, and very valuable, they are magical after all, they are supposed to be special.</p><p></p><p>The best part about 4e is that the NPCs don't necessarily need to have magic equipment to be powerful, all they need is a few special abilities that come from themselves and the rest comes from their inherent Baddassness. Such as the boss fight my group will face next, an Elite Orc Shaman with 22AC and a measly leather armor <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="KKDragonLord, post: 4271154, member: 53721"] Selling weapons and armor are kinda hard indeed especially since most people dont have the kinda money to buy a "magic sword" and settle for a normal sword instead. Since adventurers are supposed to be rare, at least in my world they are, i'd say that about 0.1% of the population become "partially successful" adventurers each generation, counting out 50% that are either too young or too old, thats about 1 person for the few small villages of my world, and 25 people from the capital. Finding those 25 in a city with 50.000 people can be rough. Either way the important part is that there aren't enough adventurers to make magic item commerce available. Elves and Dwarves are a different matter, all Elves and Eladrin have player classes, though most of them don't have many levels and their entire population are of only a few hundreds. Dwarves have very powerful kingdoms and many warriors with magic items, but their kingdoms are mostly isolated and they are constantly fighting hordes of orcs or giants, and other threats, thats because when mankind expanded a big part of the monster races were expelled to the less hospitable environments, especially mountains. Dwarves do sell good quality equipment, mostly non magical though, and they trade mainly with human nobles and churches. There are a few rock gnome merchants powerful enough to travel and sell equipment on their own, but they are generally adventurer agents on information gathering assignments (aka spies). Obviously there are other groups of people who have the resources and the means to own magic items. Those are all the militaristic groups of the world. Churches, Nobles, Cults, Armies, Organized Crime, powerful Mercenaries. The wizards of the world are all divided into doctrines, a few powerful wizards who have their set of pupils and tend to work closely with other groups toward mutual goals. They are all part of a guild and monitor the production of magic items very closely to make sure that to those who get them don't end up conflicting with their interests. In a sense, since magic items are the equivalent of power, if there is a magic item available, it will be put to good use, a king will want his most skilled and trusted commander to have it. That could be seen as a very high demand for magic items indeed, but the fact is that people who have items don't want to part with them. The group could sell their equipment for full value if they are diplomatic enough, or even a little higher if they bluff well enough (not too much). But then they wouldn't easily find a way to buy anything better. Opportunities will come eventually, if they work for a church or for a wizard maybe. But those are the exceptions. Most of the time, their best bet to get better equipment is either adventuring, or making their own. I have a house rule that will allow them to make better items with some risk involved, they must collect enough energy to try to make a better item and roll high, if they don't roll high enough, the excess of energy is wasted. Basically, to me and my world, magic items are very rare, and very valuable, they are magical after all, they are supposed to be special. The best part about 4e is that the NPCs don't necessarily need to have magic equipment to be powerful, all they need is a few special abilities that come from themselves and the rest comes from their inherent Baddassness. Such as the boss fight my group will face next, an Elite Orc Shaman with 22AC and a measly leather armor :] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
20% item resale value: impossible!
Top