pawsplay said:
Realistically, the treasure-hunting PCs should be the merchants and the kings should be paying retail for loot they didn't even capture themselves. Those nutmeg hauling merchants.... think of PCs as merchants who transport +1 swords from ancient ruins.
And when did the PCs build up those contacts? How do they know the king?
You don't just show up one day and say "Hi your majesty, we have a bunch of +1 swords for sale." By the time you CAN do that, the extra profit isn't worth it. Or you've been holding on to the damn things for 4 years.
The point is that the fundamental economics are just fine. Furthermore, becoming a merchant is one available path for adventurers. That's not a bug - it's a feature. A PC who wants to get retail for his old swords should have to go through all the steps needed to establish himself as a merchant. Of course, at this point, he's not acquiring magic swords anymore, but whatever. If that's the route you want your game to go, there's nothing wrong with it. And the system won't break. The extra profit you make on the sale is the reward you get for accomplishing all those challenges that found someone willing to pay full price for your sword.
Again.
There is nothing wrong with this.
pawsplay said:
A PC would be an idiot to pay 5x what he knows to be the price of the item in general trade. Forget about driving the price of an item up... if it won't move, drive the price of items for sale down!
"Honestly, my man, where are you going to find someone willing to play 5,000,000 gp for that sword? I'll give 1,100,000 now and you can retire forever as a king, and equip your own army with ordinary longswords, with 100,000 gp profit on your venture. Or as an alternative, maybe I'll see if one of the local barons will give me 10,000 gp just to tell him the name of some scrub merchant with a sword he can't sell. It would be a shame if something were to... happen... to your little sword."
Shocker! You mean a PC willing to bully merchants around can essentially steal from them? Sure. If he's unethical and more powerful than the merchant, that's absolutely true. And if the merchant refuses, he can take what he wants. Of course, now he's got to face the challenge presented by the merchant's guards. And perhaps deal with the wrath of the merchant's guild.
If your PC wants to operate outside the laws of society, he's an outlaw. Now we have another path of adventure to pursue. And those challenges won't necessarily be packing "level-equivalent treasure packets." Which means that sooner or later, everything will be back in line - again.
The default is the result if you're obeying the rules, and as far as that goes, it's perfectly realistic. Accept it and move on. Alternatively, you can try to defy it (or work around it) and embrace the new form of adventure you've embarked on - which still won't get you ahead in the end.
You literally
can't beat the system.