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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="Vyvyan Basterd" data-source="post: 4568435" data-attributes="member: 4892"><p>The fact that it slows the game down is what keeps my players from doing it. They, like me, would rather spend our time at the table adventuring.</p><p></p><p></p><p></p><p>By that logic, why didn't they spend time trying to get 100% or more of the value in previous editions? I'll answer from my experience: Because those were the rules. And 50% has become the accepted norm over a long period of time. That's seems to be the crux of why 20% seems unfair. Purely metagame reasons IMO.</p><p></p><p></p><p></p><p>Not IME. Just like I told my players 50% in the past, I've told them 20% now and they have no desire to spend any game time haggling for a better price any more than they did in the past. Both are artificial numbers. Both make people ask the question "If I have to pay full, why can't I sell for full" but in the end adventuring is commonly more enjoyable to players than haggling.</p><p></p><p></p><p></p><p>Retail? Give me a break! That comment alone smacks of the MagicMart complaint that cropped up since the inception of 3E. 4E's default setting is PoL. Travelling merchants brave the wilds to sell their wares. Buyers are hard to find because only Heroes have the money and they are a rare breed. The "shinier" the stuff a merchant carries, the bigger a target. There is no real great correlary to the real world, except the fences that deal in the dangerous world of the modern day criminal. And fences in the real world don't pay 50%, in fact 20% may be a generous average.</p><p></p><p></p><p></p><p>They've played a game of chicken with you then and you've caved. Why would any smart player want to play "Debits and Defecits" instead of adventuring? And why would a PoL economy work like "Debits and Deficits?" Being a travelling merchant band in 4E could be a campaign all in its own.</p><p></p><p></p><p></p><p>Yep, just find the neighborhood MagicMart. There's one on every corner! </p><p></p><p></p><p></p><p>Modern safe realty. Walmart and mega-malls reality. Not a dangerous PoL world where monsters are everywhere and any MagicMart would be quickly looted by the nearest dragon to stock his hoard. "All these great magic items in one place? How did a Great Red Wyrm such as myself ever grow his hoard without MagicMart?!"</p><p></p><p></p><p></p><p>"Stupid" = "Doesn't agree with Treebore?" Call me Stupid. Vyvyan Stupid Basterd at your service.</p><p></p><p></p><p></p><p>Then you haven't really changed anything, except to make it easier to decide to seel an item than to find a use for it. Exactly what I came to hate in 3E.</p><p></p><p></p><p></p><p>"Art, gold utensils, gold candelabra's, jewelry, fine clothing, fine bedding, fine furniture" = All sellable at full value. Because their value is only, well that they are valuable. </p><p></p><p>"Armor, weapons" = Sellable at 20% if allowed by the DM. (Which I do, because I agree that it should be sellable. The rules give the option at the DM discretion.)</p><p></p><p>You don't ever have to give out coinage if you don't desire.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 4568435, member: 4892"] The fact that it slows the game down is what keeps my players from doing it. They, like me, would rather spend our time at the table adventuring. By that logic, why didn't they spend time trying to get 100% or more of the value in previous editions? I'll answer from my experience: Because those were the rules. And 50% has become the accepted norm over a long period of time. That's seems to be the crux of why 20% seems unfair. Purely metagame reasons IMO. Not IME. Just like I told my players 50% in the past, I've told them 20% now and they have no desire to spend any game time haggling for a better price any more than they did in the past. Both are artificial numbers. Both make people ask the question "If I have to pay full, why can't I sell for full" but in the end adventuring is commonly more enjoyable to players than haggling. Retail? Give me a break! That comment alone smacks of the MagicMart complaint that cropped up since the inception of 3E. 4E's default setting is PoL. Travelling merchants brave the wilds to sell their wares. Buyers are hard to find because only Heroes have the money and they are a rare breed. The "shinier" the stuff a merchant carries, the bigger a target. There is no real great correlary to the real world, except the fences that deal in the dangerous world of the modern day criminal. And fences in the real world don't pay 50%, in fact 20% may be a generous average. They've played a game of chicken with you then and you've caved. Why would any smart player want to play "Debits and Defecits" instead of adventuring? And why would a PoL economy work like "Debits and Deficits?" Being a travelling merchant band in 4E could be a campaign all in its own. Yep, just find the neighborhood MagicMart. There's one on every corner! Modern safe realty. Walmart and mega-malls reality. Not a dangerous PoL world where monsters are everywhere and any MagicMart would be quickly looted by the nearest dragon to stock his hoard. "All these great magic items in one place? How did a Great Red Wyrm such as myself ever grow his hoard without MagicMart?!" "Stupid" = "Doesn't agree with Treebore?" Call me Stupid. Vyvyan Stupid Basterd at your service. Then you haven't really changed anything, except to make it easier to decide to seel an item than to find a use for it. Exactly what I came to hate in 3E. "Art, gold utensils, gold candelabra's, jewelry, fine clothing, fine bedding, fine furniture" = All sellable at full value. Because their value is only, well that they are valuable. "Armor, weapons" = Sellable at 20% if allowed by the DM. (Which I do, because I agree that it should be sellable. The rules give the option at the DM discretion.) You don't ever have to give out coinage if you don't desire. [/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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