Anyone importing 4E’s’Used gear sells for 1/5th if at all’ to other RPG systems?

Are you importing 4E’s ’Used gear sells for 1/5th if at all’ to other RPG systems?


How can a person can argue that a 20% trade-in value is unacceptable yet a 50% trade-in-value is perfectly fine is beyond me. I make this statement because it betrays a faulty, irrational logic in the sense of Verismilitude, Aesthetics, and Narrative Control.
1. Verismilitude
Strict trade-in-value numbers are already known that this is a "gamist" abstraction: A hard-and-fast approximation of what can be seen as an average return on investment, one that dilutes the "carry cost, protection cost, finding buyer cost, haggle ability" into an extremely rough estimate so as to support the background math of the system.

Therefore, if it is held that the gamist abstraction of 20% is somehow more or less "realistic" than the gamist abstraction of 50%, then what is really being argued here is that there is either a specific value or a set spectrum somewhere between or within the interviening 30% that is the One True Location of Verismilitude. Now while I can't personally attest that there isn't a "one true location of verismilitude" for a certain object when compared in comparitive comodity value, I can attest that a gamist abstraction in and of itself is not a "realistic" method.
2. Aesthetics
There is also, however, the argument based in aesthetics: that to make Treasure Treasure one must choose within a dichotomy between the adventuring group that Scavenges the Battlefield for Items and the one that Leaves Treasure on the Ground.

First of all, we must consider whether any single dichotomy is desireable. Now, beyond the solipist argument that the adventuring group's pleasure is its own determinant, one must question the implied purpose of Adventuring- Killing Things and Taking Their Stuff. Both positions support a certain dichotomy, in that Killing things is hampered by spending time Scavenging, yet Taking Their Stuff implies that Leaving Treasure is antithetical.

However, if one is to believe that there is an exchange to be found, wherein the Treasure is a worth a certain value vs. Time spent Not Killing, then the reduction of reward on investment- when implied also within the reward system itself- will incentivize adventurers towards a more efficient spending of time. This is used by considering the granularity of value between certain rare, high-priority items (Magic Items) vs common, low-priority items (Clothes, Furnature).

Therfore, to make Treasure Treasure, one must incentivise the choice of things that are novel, worthy, and unique (and therefore valuble) over that which is droll, middling, and happenstance (therefore non-valuble). The group itself is the one that determines where it places itself in the spectrum of Scavange and Leave, but it is a stronger choice when built into the reward system.
3. Narrative Control
There is, finally, the argument that the difference between 20% and 50% of trade-in-value is harmful to a player's narritive control: wherein the player's implied action concerning his reward is impinged upon by the DM.

Let me clairify the statement by noting that this is not an argument that the player has zero imput into his own action. We have agreed already that a hard-and-fast trade-in-value is a gamist construct, but we must also understand that the game itself is designed with a Narrative input- in that the Game Master can alter the reward based on the input of the player.

What this means when applied to the concept of Narrative Control is two-fold: first, that the true assumed value of the reward is contained within the 30% gap and to be outside the true assumed value is an insult to the player, and secondly that the value of the narrative exchange is hampered when set to a level that is lowerthan 50%.

To the first, allow me to suggest that implying that the value of a non-real object has a certain "intrinsic" value, not also determined by the GM's Narrative input (+5 Longswords? Common! +2 shields? Rare! Reason? <GM's Choice of Narrative>!) is hogwash.

To the Second, we must consider the three methods of reward within the game system: Levels and Treasure, with their granular counterparts XP and GP, along with Narrative accomplishment, wherin you earn control of the narrative (information to lead you on a quest, control over aspects of the narrative, affirmation of personal role choice)

Now, with a trade-in-value placed around 50%, the ratio of effect when drifting up or down in basis points is linear. However, when one places the trade-in-value at a further point from the mean, such as 20%, the worth of a 1000 Basis point shift is dramatically exponential; 50% to 150%, as in the example. This allows the GM to have a stronger narrative control in the game, as a smaller shift in basis points can have a greater effect without strongly wonking-out the reward.

When the GM is allowed a greater control of the narrative in this way, he can use it as a method to either lead the adventurers towards XP (e.g. Kill the Merchant, Compelte Quest for the Merchant) or towards GP (i.e. As Reward for a Quest, or Problem Solving) or also as a narrative accomplishment: in that one might have a trade in information through the shift in reward, or that the reward might be altered by the player's narrative control, or a choice between certain rewards as a way to affirm a role choice (i.e. selling to a friend for cheap instead of an enemy at profit).

For all, respectively, a trade-in-value that has a greater factor of narrative control- not specifically 20% but in that spectrum of numbers- is preferred.
 

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Then you add in the prevalence of wands, scrolls, and potions. 4E doesn't have the first two (I think, could be wrong), and while t has potions, their use is limited by your personal daily resources (in this case, healing surges). So, the previous argument + the much higher prevalence of consumable items not in any way tied to your other resources means that in fact 3E rules are actually BETTER for a type of game where the DM wants "treasure to be treasure."

That is definitely not what will occur.

Example: Party finds a decanter of endless waters. The higher the trade value of the item, the more likely said party will trade it in for gold which can be applied to a specific item tailored to them.

Seriously, how can you NOT see the 50% rule encouraging people to trade "junk" magic items for gold.
 

Looting and selling gear have been going on since OD&D. The first AD&D campaign I played in was with a group of college students. They would take everything from the dungeon, coming back with a cart, tools and workers, to take doors, etc. and sell them back to the market.

The 1/5 guideline is very good IMO. As a liquidator of products myself, I bid everything that is offered to me at 10%. I pick up a lot of what is offered. Typical range for the liquidation business is 10%-45% of 'retail'. So saying 'on average', your items are going to sell at 20% value is in no way out of line. It is rather elegant for a guideline for a game.
 

I like the rule simply because it means that I can throw in a lot more magic items into the treasure without worrying that the party will feel like they could become overnight millionaires if they decide to sell it all at once.

Seriously that's pretty much all I've seen happen in the actual game: Lower selling price = more magic items to be found in the hoards = more looting, more identifying, more playing around with items to find out what they do, if they're cursed, etc etc. In other words more looty treasury fun for them, less abuse-y unbalance-y worries for me.

I can see where it would be a problem if you want to design a 'realistic' or 'low-magic' world where the DM teaches the players 'what's what' and 'how they did it in the olden days' where 'magic was rare and expensive and we liked it that way' or something.... but I think it's been well-established by now that 4e doesn't get dressed up for that kind of dance.
 

The 1/5 guideline is very good IMO. As a liquidator of products myself, I bid everything that is offered to me at 10%. I pick up a lot of what is offered. Typical range for the liquidation business is 10%-45% of 'retail'. So saying 'on average', your items are going to sell at 20% value is in no way out of line. It is rather elegant for a guideline for a game.

Yep, I've said before and I'll say it again... show me a person who thinks a 20% selling price is unrealistic in any way and I'll show you a person who's led a nice, comfy, sheltered life. Sorry, but that is what it is.

Edit -> Not that 'realism' should have anything at all to do with it in the first place of course... I just find that observation a bit annoying sometimes.
 
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Yep, I've said before and I'll say it again... show me a person who thinks a 20% selling price is unrealistic in any way and I'll show you a person who's led a nice, comfy, sheltered life. Sorry, but that is what it is.


I think that you absolutely right in terms of modern economics. However, I don't think that most D&D games ought to simulate modern economics.

I'm going to use comic books as a model, because I am co-owner of Golden City Comics in Toronto. In the modern sense, a handful of old comic books are potentially worth a fair sum of money. However, they are worth absolutely nothing at Radio Shack. If you need something at Radio Shack, you would have to have a canny salesperson indeed to realize that the Amazing Fantasy #15 you are holding (1) is worth far more than the item you wish to purchase, and (2) is not a reprint.

In the world of D&D, though, a sword is as valuable in Hommlet as it is in Verbonc, as it is in Waterdeep, as it is in Sigil. Depending upon the condition of the gear, there are few places that cannot use arms and armour. The local economy may make a big difference in the price you are offered -- trying to sell meh swords in Toledo, Spain, is simply not a good idea.

It is difficult to imagine a D&D world where a sword or a suit of armour doesn't retain strong barter value.

The earliest "money" we know of was made of clay, and contained images of the items that were represented by the "money". "One cow" had, in effect, a stable value, even though two real cows are not always of equal worth.

Likewise, in some worlds, guilds might set the range of prices for which items can be bought and sold within a precinct. Then it becomes law that swords sold within the City of Greyhawk to the Swordmaster's Guild may be bought for X-Y gp, and sold by the Swordmaster's Guild for Y-Z gp.

Back in modern times, if you brought Amazing Fantasy #15 into Golden City Comics, I simply wouldn't have the means to give you 20% of its book value. That is one valuable book. I would be happy to sell it for you, giving you 45% of the take at no risk to myself. But a canny seller would use something along the lines of an auction house or ebay to capitalize on the book's value, possibly making far more than 50% of its cover.

So, within the context of my own campaign worlds, going back as far as Holmes Basic, there are folks who will buy some gear at par, quite a few folks who will buy at 50% (many retailers buy from wholesalers at 50% IRL), a few folks who will pay over par for some reason (if you can figure out who they are, knowing those people is a "treasure" all by itself), and more than a few people who will pay less than 50%.....sometimes 10%.......sometimes paying thieves 10% when you say No......for what you are trying to sell.

I actually find the "What are we going to do with this stuff?" part of the game to be fun, as player or DM. When the lair of an ethereal filcher is located in my world, it is not so much filled with magic items as with the sorts of things that mundanely disappear, a lot of junk, and thousands of mismatched socks........amid which the treasure is waiting to be recognized for what it is.

YMMV.


RC
 

If anything, it's the #1, Absolute, Without doubt, Indisputable, Irrefuteable, Certifiable disliked part of 4th edition at our table. I use it for the 4E demo game I've been running, but I'd be surprised if I saw any of our other DMs at the table using it in their games.

The guys at our table are OK with half value, but the huge baseball-bat-beating to "kill things.... and take their stuff like a pack of jackals on carrion" is just too far against the grain to be liked by our group. It's a staple of D&D play since the 1970's to loot every copper (and then check 'em for numismatic value), one which seems to have an emotional pull to it for some players. :)
 

The 1/5 guideline is very good IMO. As a liquidator of products myself, I bid everything that is offered to me at 10%. I pick up a lot of what is offered. Typical range for the liquidation business is 10%-45% of 'retail'. So saying 'on average', your items are going to sell at 20% value is in no way out of line. It is rather elegant for a guideline for a game.

Honestly, I find that to be interesting information. I'd also keep an open mind if other people had different real-world/medieval data. There was a time when real-world research was allowed to feed directly into D&D, and I found that to be a lot more rewarding.
 

The 1/5 guideline is very good IMO. As a liquidator of products myself, I bid everything that is offered to me at 10%. I pick up a lot of what is offered. Typical range for the liquidation business is 10%-45% of 'retail'. So saying 'on average', your items are going to sell at 20% value is in no way out of line. It is rather elegant for a guideline for a game.

But D&D loot is not "liquidation." The resale of used magic items is the typical situation and the sale of new retail magic items is the atypical situation. Logically, that is where the price point would be set. That has certainly been true for used hand weapons for most of pre-modern history.

I think a far better comparison is the expensive consummable magic item of the 20th and 21st centurty, the automobile. Individual sellers can do far, far better than 50% of what a used car seller can do. You wouldn't see a 10% except for situations like auctions.

"Here is an expensive, powerful item that cannot be produced in mass quantities that I wrested from the hoard of an evil dragon. Please offer me an insultingly low percentage of its value, because I can think of no one who would possibly be interested in a powerful magical staff. Now excuse me while I stroll down to the local wizards' guild and pay five times that rate for a flaming sword."
 

It's a good rule of thumb that, the nearer you get to the end user, the more you can sell an item for. Characters who don't realize that an army will buy swords for more than a village temple will deserve to make less money for their work.

RC
 

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