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General Tabletop Discussion
*Pathfinder & Starfinder
Avalability of Magic Items
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2950608" data-attributes="member: 20805"><p>Paraxis...looks like a good starting point..</p><p></p><p>.. heres some jumbled thoughts back <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>- Add a layer on, so far we have a 'find a buyer/seller' mechanic and handwave the bargaining. Bring in an opposed Diplomancy check to make minor adjustments to the final sale price of the item? Perhaps use a 5 point spread to get 'decent sale', 'good bargain', 'great deal', and 'like taking candy from a baby'.. instead of giving a straight % increase/decrease this can be left up to GM swag.</p><p></p><p> - For selling items, use Chr as the modifier to the Gather Info check, more a reflection of how trustworthy you can appear than how well you can chose where to ask.</p><p> -Untrained Gather Info checks suffer a 5 point penalty, opening up the market to other classes and allowing for the Aid Other action</p><p> - Artificer in town provides a bonus of + 10 to the Gather Info check to sell a magic item</p><p></p><p>Gear hunters: </p><p> Charge 20% of the sale price, plus travel expenses as needed. These NPC's tend to have maxed Gather Info, Know: local..</p><p> If used, these characters should occasionally approach the group asking to purchase any gear the PC's have <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p> When asked to sell, the 20% is paid in advance and not refunded if a buyer cannot be found...they still need to eat!</p><p></p><p>Mage Guilds:</p><p> Charge 10% of the price for 'off the shelf'</p><p> Commisioned work for 40% of the price.</p><p></p><p>Thieves Guilds:</p><p> Charge 60% of the price for 'acquiring' an item, but this charge does not count against the wealth limit.</p><p> Purchase at 20% of the list price for 'fencing' an item, GM fiat on whether they accept items above the wealth guidelines {item by item basis}</p><p></p><p>Note: overcharge from Gear Hunters and Mage Guilds must still fit under the cities wealth guidelines.,,meaning you can either pay extra for slightly weaker items or go looking for items yourself.</p><p></p><p>This adds an option to the buy/sell.. the PC would go into town and state .. I am looking to buy item X through the Mage's Guild.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2950608, member: 20805"] Paraxis...looks like a good starting point.. .. heres some jumbled thoughts back :) - Add a layer on, so far we have a 'find a buyer/seller' mechanic and handwave the bargaining. Bring in an opposed Diplomancy check to make minor adjustments to the final sale price of the item? Perhaps use a 5 point spread to get 'decent sale', 'good bargain', 'great deal', and 'like taking candy from a baby'.. instead of giving a straight % increase/decrease this can be left up to GM swag. - For selling items, use Chr as the modifier to the Gather Info check, more a reflection of how trustworthy you can appear than how well you can chose where to ask. -Untrained Gather Info checks suffer a 5 point penalty, opening up the market to other classes and allowing for the Aid Other action - Artificer in town provides a bonus of + 10 to the Gather Info check to sell a magic item Gear hunters: Charge 20% of the sale price, plus travel expenses as needed. These NPC's tend to have maxed Gather Info, Know: local.. If used, these characters should occasionally approach the group asking to purchase any gear the PC's have :) When asked to sell, the 20% is paid in advance and not refunded if a buyer cannot be found...they still need to eat! Mage Guilds: Charge 10% of the price for 'off the shelf' Commisioned work for 40% of the price. Thieves Guilds: Charge 60% of the price for 'acquiring' an item, but this charge does not count against the wealth limit. Purchase at 20% of the list price for 'fencing' an item, GM fiat on whether they accept items above the wealth guidelines {item by item basis} Note: overcharge from Gear Hunters and Mage Guilds must still fit under the cities wealth guidelines.,,meaning you can either pay extra for slightly weaker items or go looking for items yourself. This adds an option to the buy/sell.. the PC would go into town and state .. I am looking to buy item X through the Mage's Guild. [/QUOTE]
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Avalability of Magic Items
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