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Anyone importing 4E’s’Used gear sells for 1/5th if at all’ to other RPG systems?
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<blockquote data-quote="Treebore" data-source="post: 4565164" data-attributes="member: 10177"><p>Every price percentage is "situational", from 20% to 100% or more. I just advocate 50% because after 24 years of gaming with many games going to 20th+ level and even a couple going above 30th I just think 50% is a fair number with which to just keep it all in the back ground. Make it 20% and it becomes worth the monetary profit advantages to make it an in game issue.</p><p></p><p>So to me its worth saving me the headache to just go with a fair average rather than an unfair assumption of the low end all the time.</p><p></p><p>Plus, with the magic item issue, except for items with charges. They last forever. No matter how old they are they still work just as good as the day they were made. They may have some kind of wear and tear, but they still protect, jump, hide, etc... just as good as they did the day they were made.</p><p></p><p>That cannot be said about wagons, cars, homes etc... They actually wear down, break, and become unusable. So they depreciate. So would wands, etc... based on how many charges are used. IF it is fully charged, it does not matter if its one day old or 1,000 years old, it still will do every single one of those charges just as powerfully as it would on day one.</p><p></p><p>So magic items simply do not depreciate like other items do.</p><p></p><p>Now if people want to say that a cloak of elvenkind wears out after 20, 50, 200 years or whatever, then you can apply depreciation. However I don't think the book keeping makes it worth while, so I just assume no wear/tear and no depreciation.</p><p></p><p>So unless a magic item has used charges, or is destroyed, it does not depreciate. So never loses value. Or "condition" rules are added in and tracked. Then it can depreciate.</p><p></p><p>So decide on your complexity, and decide on your "average value" you want across the length of your campaign. For me I'll stick with 50% for mundane items and 100% for magic items, unless they have used charges.</p><p></p><p>Realize I include jewelry and gem stones in "mundane". I wish gem and jewelry prices work in real life like they do the D&D world. I would be a millionaire.</p></blockquote><p></p>
[QUOTE="Treebore, post: 4565164, member: 10177"] Every price percentage is "situational", from 20% to 100% or more. I just advocate 50% because after 24 years of gaming with many games going to 20th+ level and even a couple going above 30th I just think 50% is a fair number with which to just keep it all in the back ground. Make it 20% and it becomes worth the monetary profit advantages to make it an in game issue. So to me its worth saving me the headache to just go with a fair average rather than an unfair assumption of the low end all the time. Plus, with the magic item issue, except for items with charges. They last forever. No matter how old they are they still work just as good as the day they were made. They may have some kind of wear and tear, but they still protect, jump, hide, etc... just as good as they did the day they were made. That cannot be said about wagons, cars, homes etc... They actually wear down, break, and become unusable. So they depreciate. So would wands, etc... based on how many charges are used. IF it is fully charged, it does not matter if its one day old or 1,000 years old, it still will do every single one of those charges just as powerfully as it would on day one. So magic items simply do not depreciate like other items do. Now if people want to say that a cloak of elvenkind wears out after 20, 50, 200 years or whatever, then you can apply depreciation. However I don't think the book keeping makes it worth while, so I just assume no wear/tear and no depreciation. So unless a magic item has used charges, or is destroyed, it does not depreciate. So never loses value. Or "condition" rules are added in and tracked. Then it can depreciate. So decide on your complexity, and decide on your "average value" you want across the length of your campaign. For me I'll stick with 50% for mundane items and 100% for magic items, unless they have used charges. Realize I include jewelry and gem stones in "mundane". I wish gem and jewelry prices work in real life like they do the D&D world. I would be a millionaire. [/QUOTE]
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Anyone importing 4E’s’Used gear sells for 1/5th if at all’ to other RPG systems?
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