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<blockquote data-quote="Zappo" data-source="post: 768044" data-attributes="member: 633"><p>IMC players sell at half market value and buy at market value. Haggling can alter that, typically by 5% to 20%, though exceptional rolls may go higher.</p><p></p><p>Of course, one of the players bought a shop and stated that he was going to sell for full market price. Can't say he shouldn't either; permanent magical items don't really lose value with use since they can and often do last thousands of years without losing power.</p><p></p><p>To explain why adventurers usually sell for half market value while shopkeepers sell for full price, I placed a bunch of taxes on magic shops, varying with the type of items sold (low for non-damaging potions and scrolls, high for weapons and dangerous magics).</p><p></p><p>Since that wasn't quite enough, I introduced a system of certificates - basically, if you buy an item that costs more than, say, 500 gp, reputable shops will give you a government certificate that confirms that the item does what the merchant says and that if it doesn't, you can sue him. Having the certificate made is costly (the government employs powerful wizards that use Analyze Dweomer and similar spells until the item is fully identified). </p><p>Most buyers won't accept to pay full price for an item that lacks the certificate, on account of the fact that the only proof you have that you're buying a sword +1 instead of a piece of shiny junk is the seller's word.</p><p></p><p>Mind ya, even after taxes and certificates, selling at full price instead of half still makes a heck of a lot more profit, so don't think this is an arbitrary penalty (in fact, it sounds very reasonable to me that, after paying the GPL of a small city-state for something, you get a certificate for it). The real meat of the problem is that merchants charge full because they have all the time of the world to wait for a buyer, they are always available, and people trust them more.</p><p></p><p>Finally, since the character is an adventurer before being a shopkeeper, his shop is closed more often than not and this makes it very difficult for him to actually sell stuff. He does sell at full price when he can, but some of the items are sitting in his inventory since the campaign's start. He still hasn't realized that he could employ someone to man the shop while he's away, and I'm not going to suggest it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Zappo, post: 768044, member: 633"] IMC players sell at half market value and buy at market value. Haggling can alter that, typically by 5% to 20%, though exceptional rolls may go higher. Of course, one of the players bought a shop and stated that he was going to sell for full market price. Can't say he shouldn't either; permanent magical items don't really lose value with use since they can and often do last thousands of years without losing power. To explain why adventurers usually sell for half market value while shopkeepers sell for full price, I placed a bunch of taxes on magic shops, varying with the type of items sold (low for non-damaging potions and scrolls, high for weapons and dangerous magics). Since that wasn't quite enough, I introduced a system of certificates - basically, if you buy an item that costs more than, say, 500 gp, reputable shops will give you a government certificate that confirms that the item does what the merchant says and that if it doesn't, you can sue him. Having the certificate made is costly (the government employs powerful wizards that use Analyze Dweomer and similar spells until the item is fully identified). Most buyers won't accept to pay full price for an item that lacks the certificate, on account of the fact that the only proof you have that you're buying a sword +1 instead of a piece of shiny junk is the seller's word. Mind ya, even after taxes and certificates, selling at full price instead of half still makes a heck of a lot more profit, so don't think this is an arbitrary penalty (in fact, it sounds very reasonable to me that, after paying the GPL of a small city-state for something, you get a certificate for it). The real meat of the problem is that merchants charge full because they have all the time of the world to wait for a buyer, they are always available, and people trust them more. Finally, since the character is an adventurer before being a shopkeeper, his shop is closed more often than not and this makes it very difficult for him to actually sell stuff. He does sell at full price when he can, but some of the items are sitting in his inventory since the campaign's start. He still hasn't realized that he could employ someone to man the shop while he's away, and I'm not going to suggest it. :D [/QUOTE]
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