FreeTheSlaves
Adventurer
frankthedm said:Players use social skills to find those who trade items and such. Players can ask for what they want. Middleman checks for availability and costs through networks of contacts. Middleman delivers offer, and sees that negotiations are set up to both parties agreement.
A "shop" of magic items is far too great of a risk. The ward that stops a thief will kill the the Royal Guard searching the shop and lead to the shopkeep's execution.
Yep that is close to the mark for our games too. Find the right merchant -> tell them what you want to buy and sell -> market forces determine availability (AKA the wealth by town rules) -> wait a period (houserule says wait a day per 1000gp involved) -> make the pick up or drop off under secure conditions. The last bit is where it can go sour but with logical consequences such as word of mouth (even if all witnesses are dead, friends of the dead might know what was supposed to happen + there are divinations) there are strong incentives to maintain the contract. It is a bit silly to kill the golden goose so to speak.
EDIT
Oh yeah, so as I mapped the local world I've decided the town population/wealth. Currently only one city is a metropolis of 30,000 capable of exchanging 40,000gp items. For quest incentive I've stricken it with hard times where it is only as prosperous as a city one size smaller, i.e. 25,000gp availability. Regardless, items above 40,000 will have to be sold at a loss if their half price is above 40k - or somebody specific will have to be found. I also decided to limit scroll availability because the powerful npc's generally can't or wouldn't create them. No scroll above 6th level can be bought... maybe then I'll allow them to be sold at full price?
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