Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Essentials: Magic Item Rarity Explained, it's actually good!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bundersnatch" data-source="post: 5332459" data-attributes="member: 95602"><p>Yes, I agree, but the problem is more serious. It actually just doesn't make sense that the sale price is 20% for an item that does not deteriorate in value!</p><p></p><p>True enough, if I can only sell an item for 20% of what I originally paid, then the item is very common. However, if an item is common, then I would not have had to pay 100% for it in the first place!</p><p></p><p>An example: my character wants to buy a +1 sword, and goes to the local merchant who is asking 360 gp. Finding this price too high, my character stands outside the merchant's shop with a sign saying "I buy +1 sword for 100 gp!". Since +1 swords are common and everyone who tries to sell only gets 72 gp, I will soon find a seller at that price!!</p><p></p><p>The only thing the merchant is offering me, is a wider choice of items, and the fact that I can save myself some time and effort in acquiring it myself. But this does not justify a 400% markup!</p><p></p><p>Realistic would be that the buying and selling prices are fairly close together for both common, uncommon and rare items, because the items do not deteriorate in value. And, as you say, the bigger difference in buy and sell prices is most likely to be for the rare items (and the reason for this is because the merchant has access to more buyers than I do). </p><p></p><p>Basically, the huge difference between buying and selling price is economic nonsense, and this has not been corrected by the new rules.</p><p></p><p>But, we probably have to accept this strange system because it just makes sense from a game mechanics point of view, for a number of reasons:</p><p></p><ul> <li data-xf-list-type="ul">It provides a way for the D&D economy to "burn" cash.</li> <li data-xf-list-type="ul">It makes you more careful about the items you choose to buy (make a mistake, and you loose cash!).</li> <li data-xf-list-type="ul">And it also makes items that you find "more valuable" than those that you can buy (because you can't just sell them to buy what you really want!)</li> </ul></blockquote><p></p>
[QUOTE="Bundersnatch, post: 5332459, member: 95602"] Yes, I agree, but the problem is more serious. It actually just doesn't make sense that the sale price is 20% for an item that does not deteriorate in value! True enough, if I can only sell an item for 20% of what I originally paid, then the item is very common. However, if an item is common, then I would not have had to pay 100% for it in the first place! An example: my character wants to buy a +1 sword, and goes to the local merchant who is asking 360 gp. Finding this price too high, my character stands outside the merchant's shop with a sign saying "I buy +1 sword for 100 gp!". Since +1 swords are common and everyone who tries to sell only gets 72 gp, I will soon find a seller at that price!! The only thing the merchant is offering me, is a wider choice of items, and the fact that I can save myself some time and effort in acquiring it myself. But this does not justify a 400% markup! Realistic would be that the buying and selling prices are fairly close together for both common, uncommon and rare items, because the items do not deteriorate in value. And, as you say, the bigger difference in buy and sell prices is most likely to be for the rare items (and the reason for this is because the merchant has access to more buyers than I do). Basically, the huge difference between buying and selling price is economic nonsense, and this has not been corrected by the new rules. But, we probably have to accept this strange system because it just makes sense from a game mechanics point of view, for a number of reasons: [LIST] [*]It provides a way for the D&D economy to "burn" cash. [*]It makes you more careful about the items you choose to buy (make a mistake, and you loose cash!). [*]And it also makes items that you find "more valuable" than those that you can buy (because you can't just sell them to buy what you really want!) [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Essentials: Magic Item Rarity Explained, it's actually good!
Top