Rune
Once A Fool
And, yet, that's what we get with D&D. It encourages the "pawn shop" economic model, wherein the PCs purchase an item at full price, get the use they want out of it, then get what limited cash they can out of it when they are done, or prospectors acquire items at no cost through various means (tomb-robbing, theft, and robbery, mostly), sell the goods for a minimal gain, only to have the merchant jack up the price and make a good turn-around on the items.
Clearly, the merchants have the "buy low, sell high" practice down, but what if the PCs want to do a little mercantile campaign? What if they want to profit without resorting to tomb-robbing, theft, and robbery? Plenty of adventuring could still be had in such a campaign. What would it take to make such a campaign work?
Clearly, the merchants have the "buy low, sell high" practice down, but what if the PCs want to do a little mercantile campaign? What if they want to profit without resorting to tomb-robbing, theft, and robbery? Plenty of adventuring could still be had in such a campaign. What would it take to make such a campaign work?