CapnZapp
Legend
Please start a new thread instead of drawing away from the focus of this one. ThanksIn my games
Please start a new thread instead of drawing away from the focus of this one. ThanksIn my games
And if the PC has to wait for a few price drops to occur it might be months before any return comes in. And, you're assuming a merchant or middleman - what if the PC wants to sell the item direct-to-buyer?That seems simple enough. The PC determines a starting price, and the system kicks off from there. The merchant probably takes a cut of the final price as commission, or maybe a flat commission.
Quite right, and in the OP's system this would (probably) be the case. My point is that - in a typical 5e game that doesn't have a magic item economy or item values - once an item is thus claimed at a value that item then has...wait for it...a value, which flies in the face of 5e rules as written.This strikes me as an excellent opportunity for roleplaying. The characters find a valuable item. How valuable? They're not sure. They've got to negotiate a division based on imperfect information. Maybe they divide the gold evenly and then bid portions of their treasure on magic items, so the amount each one gets is dependent on his or her tolerance for risk.
I'm trying to understand how you feel this is easier.I do think the math could be cleaned up a bit for ease of use. I don't think you need to introduce a formula to calculate the current asking price. Oh, there can and should be a formula, of course, but you can just plot it all out on a big table tying asking prices to ratings. That way a DM only has to look up the number, not do any multiplication (or exponentiation, as you threatened). So something like...
is too hardcore even for me... Hmm, nice simplification.I wouldn't set the "disappear" price with a d12 die roll, where it's nigh impossible to have not at least one price decrease and several price decreases are very likely.
Instead, if I was reducing by d6, I'd have a 6 means someone else bought it or the seller took it off the market. So there would always be a threat of letting it tick.
It's not that I need magic items to make 5E work. In other words I don't disagree.the predicate for it is different in 5e than 3e- specifically, 5e runs fine without magic items
No problem. In fact, I welcome themThis is fine for buying items, if perhaps a bit over-complicated to be practical at the table.
But, (as usual for me) some questions:
Different editions of D&D have set selling prices to 20% to 50% of the list price (not counting haggling and bargaining systems).- how does it work if you turn it around to where the PC (or party) is the seller?
- is it random which items come up for sale when, and if not how is the 'available inventory' determined?
- where does the initial 'list price' come from, and how is that set?
- how long needs to pass between price checks? (the write-up seems to imply one check per adventure, which is too slow given most campaigns only seem to go for 5-10 adventures)
- how does this work, if at all, with internal party treasury division?
)Are you merely erring here, or are you saying you believe the prices and risks need to be higher?Sure! Seems pretty cool, for your needs.
I think the best way to find out is to run it.
I would probably error on the side of caution, and both start with higher prices, with a higher chance of an item disappearing. Just because it's easier to start with scarcity and make it more generous, than the other way around.
Wait, what? What makes you think you can't do that? Is the money you get all glued together in a giant sticky ball or something?
My easiest answer would be: when you sell a magic item, you get half the list price.No, it's that by the rules you can't get money for an item in the first place.
5e as written has no magic item economy, meaning items cannot be bought...or sold.
It's a stupid rule, to be sure...but a rule nonetheless, for those as likes their games RAW.
Lanefan

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.