Wormwood
Adventurer
In other words, from my game table to the core rulebooks.Celebrim said:Balance and other metagame considerations now completely trump all other considerations.
*contented sigh*
In other words, from my game table to the core rulebooks.Celebrim said:Balance and other metagame considerations now completely trump all other considerations.
No, i think you rolled a natural 1...Lizard said:You rolled a natural one while attacking my point.
A few months ago, one of the biggest "W00tz!" from the pre-4e crowd was "There won't be magic item stores, like there were in 3e!"
Except, of course, there weren't any in 3e, unless the DM wanted there to be. There were prices for magic items, and notes that in major cities, you might be able to find items for sale. What this meant, in actual play, was up to the DM. There might be stores. There might be ex-adventurers looking to unload some loot. There might a strange item here and there in the bazaar. Etc.
But "In 4e there won't be any magic stores! Yay!" was the joyous cry from the multitudes.
Now, what do we have in 4e?
Prices for magic items. And notes in the flavor text you might be able to find items for sale.
In other words -- exactly the same as in 3e. Whether there are stores or not is up to the DM. The only major difference is that, in 3e, the DM had community wealth guidelines, and, in 4e, there's a network of teleporting magic item merchants who show up in whatever town the PCs are in.
malraux said:Um, beyond just a rule saying they can't do that, what would you like? Pretty simple just to say that unless the players want to create a merchant based campaign, with appropriate rules, that their characters just don't have the contacts/reputation/time to be a full time merchant.
Exactly. It sells, because people are buying it at these prices. Despite being a flimsy bit of paper that is useless to the general populace.Andur said:Head to your local FLGS, buy a pack of MtG, see how much you can sell the regular lands to the store, see how much you can sell that ultra rare, high game value card. Then take a look at what you can buy it for. A "honest" FLGS will buy at half "book" price and sell for "full" book price.
Brown Jenkin said:Yeah, that just doesn't fly well. I've known way more greedy players than I have met players that fit into all the other problem categories. The question of selling directly will come up and a response of "Sorry no, the rules say you can't." is just not good enough to satisfy them. This gets even worse if the party has a thief character with high gather information and other skills and background that would imply that this is in fact just the kind of thing he would be good at.
This can and will come up in more than a merchant based campaign. This is human nature to want to get the best prices, and by making the price disparities so large it almost begs for players to try to get around it.
If the barbarian has enough money to pay full price... he could also argue that he sold his last axe for one fifth of that and that it was an honest man and you will just trick him... he also can´t tell if its magical, so maybe he will only pay the normal price for an axe...Crosswind said:The Enworld Crowd has answered with vigor! =D Excellent!
So the examples of a good that fits my criterion are:
Artwork
Used books
Used Textbooks
Used Video Games
Soda Pop
Soda Pop, while its ingredients are cheap and it sells for a lot, doesn't work - the Vendor (the person who makes it) adds value.
Artwork:
So I had to go do some homework for this...but my peoples tell me that a 5x mark-up from bought to sold is -not- common practice. =)
Used Stuff:
This is probably closer to the truth. Here, the vendor preys on marginal utility. A +1 battleaxe is of little use to a wizard, so he might sell it for little, but of a lot of use to a barbarian, so he might pay a lot for it.
But it's going to be tough to argue that, if the PCs find the barbarian, they can't get full price for that axe.
-Cross