Lanefan said:
Are you serious?! This is a 4e (or any e) rule?OK, but does this no-money-for-non-magic-stuff idea extend to going back to town with non-magical gems, jewelry, works of art, tapestries, books of lost knowledge, golden statues, captured ships, etc. and trying to sell them? If so, that's bloody ridiculous. If not, then what's the difference between selling 6 gems and 6 longswords?
And if it matters, disease and poison at low level are things to be greatly feared, not ignored.
Lanefan
Gems are a form of currency, much like gold. Works of art, tapestries, books of lost knowledge, etc are one way to express getting treasure, yep.
You only get money for selling non-magical equipment (eg, lanterns, leather armor, longswords, etc) if your DM expressly allows it, in which case you get 20%.
This route is good for both parties
PCs
1) get to not worry about tracking that crap
2) can choose to play a more 'good' character who doesn't go about stripping the dead to their skivvies for loose change
While DMs don't need to
1) total up and factor in that treasure to subtract it from another column
2) figure out which equipment would be sellable or not
'Well, let's see - the orc was shot by three arrows, then killed by an orb of crackling lightning... wonder where that puts the value of his chainmail.'
Honestly, while D&D is a game about killing things and taking their stuff, I'm not sure it needs to encourage doing it for coppers. After all, the next logical step after killing orcs to strip off their leather armor (eww) and sell it is to start prying out teeth, tusks, maybe a little organ harvesting.
Man, now I miss the 'Resurrectionist' I played in a middle ages game once
