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Adventurers making money with profession
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<blockquote data-quote="Zinovia" data-source="post: 4332540" data-attributes="member: 57373"><p>If you want to have a game centered around crafting and selling things, then you will need to either house rule it or find another system. Some of the skill challenges, or suggestions of quests to obtain rare materials, discover who is sabotaging their trade caravans, or playing games of intrigue with city politics and guilds are all interesting and good ideas. They could make a fun campaign out of the notion of running a specialty shop in a large city. </p><p></p><p>The lack of specific rules covering this in the core D&D 4E books does not make D&D a bad game. There is the assumption that you mostly want to be heroic adventurers, not merchants. That is a reasonable assumption. If any of the many hundreds of RPG game systems written covered every style of play for every group then we'd only need one. Guess what? That's not the case and it never will be. </p><p></p><p>The economy in D&D has *never* made sense. Ever. We routinely divided all prices in D&D 3.5 by 20 to get rid of the "gold standard". Even then, we didn't look too closely at prices. Our characters had been stuck in hostile territory, unable to really spend much of our wealth for many levels. We finally found a good sized city and unloaded enough cash to totally unbalance most national economies. Is that realistic? No. Even most large cities would not have had the exact kinds of items we wanted. It was fun finally getting to buy some stuff though.</p><p></p><p>Selling magical items will certainly garner only a fraction of their true value unless you seek out the right buyer. I think 20% is really low. I'd have guessed it would be more like 50% myself. As for selling them, you need more than a 10% markup if you're going to have to hold it long enough for some unknown buyer to come along. If it costs the book value to *make* the item, then I would expect it to cost on the order of double that to buy it from a merchant. There is time and craftsmanship involved in making that (yeah, I know - it's just a ritual, but more on that later). So the idea of magic items selling for less than book value, and selling for more is reasonable. It's just the actual discount and markup that is in question. </p><p></p><p>If you want a merchanting campaign, where the heroes still do heroic things in the course of running a shop, go for it. Because it's not a standard campaign idea, you'll need rules from other sources, or need to make them yourself. Use whatever rules fit best with your group and your game concept, and good luck.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 4332540, member: 57373"] If you want to have a game centered around crafting and selling things, then you will need to either house rule it or find another system. Some of the skill challenges, or suggestions of quests to obtain rare materials, discover who is sabotaging their trade caravans, or playing games of intrigue with city politics and guilds are all interesting and good ideas. They could make a fun campaign out of the notion of running a specialty shop in a large city. The lack of specific rules covering this in the core D&D 4E books does not make D&D a bad game. There is the assumption that you mostly want to be heroic adventurers, not merchants. That is a reasonable assumption. If any of the many hundreds of RPG game systems written covered every style of play for every group then we'd only need one. Guess what? That's not the case and it never will be. The economy in D&D has *never* made sense. Ever. We routinely divided all prices in D&D 3.5 by 20 to get rid of the "gold standard". Even then, we didn't look too closely at prices. Our characters had been stuck in hostile territory, unable to really spend much of our wealth for many levels. We finally found a good sized city and unloaded enough cash to totally unbalance most national economies. Is that realistic? No. Even most large cities would not have had the exact kinds of items we wanted. It was fun finally getting to buy some stuff though. Selling magical items will certainly garner only a fraction of their true value unless you seek out the right buyer. I think 20% is really low. I'd have guessed it would be more like 50% myself. As for selling them, you need more than a 10% markup if you're going to have to hold it long enough for some unknown buyer to come along. If it costs the book value to *make* the item, then I would expect it to cost on the order of double that to buy it from a merchant. There is time and craftsmanship involved in making that (yeah, I know - it's just a ritual, but more on that later). So the idea of magic items selling for less than book value, and selling for more is reasonable. It's just the actual discount and markup that is in question. If you want a merchanting campaign, where the heroes still do heroic things in the course of running a shop, go for it. Because it's not a standard campaign idea, you'll need rules from other sources, or need to make them yourself. Use whatever rules fit best with your group and your game concept, and good luck. [/QUOTE]
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