Nope! You can get what you can sell it for, no more no less. There is no defined rate at which items sell for. I use free markets in games I play.
No less? You can't find someone to offer you less than the maximum you'll be offered?You can get what you can sell it for, no more no less.
Is that rational? Maybe not, but it is the way I feel.
No less? You can't find someone to offer you less than the maximum you'll be offered?
So are you saying characters in your game always get the best price from the very first person they deal with?Nope, because a deal is final, and a merchant who backs out on a deal is beheaded. The merchant never has a choice to not accept a trade of goods when a price has been given, but the players may.
So are you saying characters in your game always get the best price from the very first person they deal with?
I'm not talking about someone offering a price and then reneging. I'm talking about the fact that often the first person will offer you less than you could get elsewhere.
You can get what you can sell it for, no more no less.
Equipment is treasure. The game should not try and make treasure worth less to the PCs and more to NPCs. Why not hire an NPC to sell treasure by proxy otherwise and get the full 100% price? What about trade, taking items from a cheap place to an expensive place for profit? Maybe it is the magic item creation rules? Maybe they should make magic items treasure or the result of treasure (gold) instead of a product PCs can produce? Or if they can produce it the production is an adventure like everything else they do is an adventure? If PCs can craft their own armor for hefty profits, then why not stay home and craft for money versus risking your life?
On the whole it is more realistic, and keeps realism out of it.