Excerpt: Economies [merged]

DM_Blake said:
So, why should players face arbitrary restrictions on selling their items?

So where do the arbitrary limits come from?

Anything else doesn't make sense.

What's arbitrary? Merchants try to make a profit. That's the nature of business. They aren't going to buy a magic sword for 1000gp then turn around and hope they can sell it for 1100gp. Merchants have lots of overhead. Profit means the overhead gets paid and there is still money left for the pocket. No one is going to pay exactly what something is worth, especially when they know its relatively useless to the seller in its current form (hence why they wish to liquidate it). Wear and tear is not the only thing that affects resell value. A merchant wouldn't even trade a +1 axe evenly for a +1 sword. He'll want to see a profit.

Now, let's take your fantasy metropolis. Even in such a place, buyers for a particular item aren't going to number in the hundreds. Just because a local noble is wealthy doesn't mean he has a need for a magic staff nor wants to, or can afford to, spend the liquid assets on an item he doesn't really need. So, the number of people who have a need for the item AND have the means to pay for it AND can be found by the PCs is going to fairly small. The PCs aren't merchants with large social networks. And they're not going to go door to door knocking. They have to get the information to the right people and they likely haven't spent years building up a network of business contacts. The merchant has. The right merchant knows the right people and can broker such a deal, but he has lots of expenses and wants to profit, substantially. Now, if they just post fliers and hire criers all over town, the right people might hear about it. But so will every cutpurse, burglar and career thief in the city, along with the local government.

Which is another logical, non arbitrary stumbling block. If you were the ruler of a large city in such a world, what would be your reaction to learning that a group of adventurers had plumbed the depths of the ruined keep on the border of your lands, came back with the fabled Sword of AGHHH and a pile of gold, haven't paid any taxes on their haul, and are trying to sell the sword to your chief political rival for thousands of gold? Even without that drama, how many local rulers are going to let thousands of gold change hands without wanting a taste themselves? That's part of the overhead legitimate merchants deal with all the time.

So if there is an above the board, legitimate market for magic items, its going to move slow and have a lot of overhead. As we've already mentioned, those operating in a market do so to make profit, good profit with high risk items like magic items. Running a shop that carries magic items would have a lot of overhead - guild fees, taxes, licensing (local government wants it regulated and records kept of who's buying what powerful items), staff, security (likely a big expense considering the needs and caliber of thief such things would attract), and other such costs. So, even at 20% in/140% out, the merchant isn't making a tremendous profit.

More likely, such a market would not exist above board anyway, its too expensive, too risky, government interference would be too great (the duke may simply seize powerful items for himself or to keep them out circulation). Most likely, the market would be a black or gray one, and those have a great number of operational costs as well, of a different sort. And, of course, black and gray markets always have a high markup due to the high risk nature of the business. A government raid/arrest can decimate a shady merchant and it takes a good bit of money and know how to stay a step ahead.

Combine all of those factors and it suddenly doesn't look arbitrary at all, but quite reasonable.

This is all just rationalization for the system of course. The simply fact is that the game is balanced around a certain pattern of acquisition, leading to a certain level of item power enhancing character power so that the encounter by level system remains balanced. That's the game reason and each iteration of the game, and any RPG where item power is relative, needs such a system. That it can be easily, logically rationalized shows it isn't just an arbitrary out of game ruleset.

It's all a baseline anyway for the DM to keep the game in a comfortable level of balance. There is plenty of wiggle room. If the group has a number of items outside their skill sets (axes instead of swords, crossbows instead of longbows, etc.) perhaps they meet up with a friendly group of fellow adventurers and those two groups, with equal levels of interest (as in, one group is trying to profit from the other or one group isn't trying to use the other to liquidate illiquid assets), do some trading. So the group with the axe wielding dwarf trades their near useless greatsword to the other group with a human fighter for the superfluous axe they picked up in their last crawl. Or the PCs trade the item(s) for a nice GP value in some other form, like land, a building, a title, etc. When two groups are bargaining from areas of mutual interest (both seek an illiquid, hard to obtain, gain) or both from a desire to rid themselves of an asset that is of little use, the numbers come much closer together.

But, when you just want to dump useless items for cash, you got to pay the market and there are lots of hands in there taking a piece.

So why all the uproar about buying and selling magic items, anyway?

that's what I've been wondering. I don't see why people didn't just read the excerpt, nod their hands sagely, say "nicely done" and move on. Its not the people who think the new system works fine and both cures the problem of Ye Olde Magic Item Superstore AND doesn't arbitrarily restrict players options (they can still sell old items or disenchant them to use in crafting new items or do anything else with em) that are causing the uproar.
 
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DandD said:
Ehrm, he did write Renaissance, where Rome indeed had far far less inhabitants than at its glorious height as capital of its own empire in the antiquity. :p
A couple of seconds reading might show that he's correct.

But then I think it's misleading to count Rome as a "gargantuan" city when it was no longer the largest of the cities of Italy. Compared to London of the same time period? Certainly not compared to Constantinople, Alexandria, etc., I would not call Medieval or Renaissance era Rome "gargantuan". I think that's mixing up statistics from different eras.

In any case, 100,000 people is ok IMO for a large city, and that's backed up by the 3E demographics. I also didn't think the particulars of Rome changed much about JohnSnow's basic reasoning.
 

UngeheuerLich said:
renaissance != antiquity

Odd isn't it? That we prefer to play in worlds that simulate one of the lowest points in history? Gone the glory of Rome and Byzantium. Lost the wisdom of Alexandria and Phoenecia. What instead do we model our hero's cities after? The squalor of 12th century London or the lost ruins of Troy or Carthage. Not sure what that says about us. ^^;
 

gizmo33 said:
If by "medieval" you mean that the implied setting of DnD is historical medieval Europe than I would disagree, and list a number of obvious differences,

Of course he isn't saying that.

What he IS saying is that D&Dland owes much more conceptually to medieval or whatever period than it does to the modern period.

I'm astonished at the number of people in this thread who believe that any game world should have exactly the same market conditions and freedom of buying and selling that they enjoy in (a presumably) modern western technologically advanced country.

Sometimes it seems as if a mantra which says "the consumer is always right" is being used to judge what is appropriate in D&Dland. I find this surprising.

Regards
 


PCs being unable to sell magical items was something from AD&D and 2E that some people wanted to keep but was changed in 3E. Toning down on the magic item reselling and including another option all together is something that many wanted. I don't have too much of a problem with it provided it's done carefully but the other DM of my group loathes magic item reselling with a passion. It's just one of the things that 3E changed that some wish hadn't been. It's not something new.
 

Destil said:
Well, 4E still has at it's heart the biggest 3E design problem. The dual power axis. On one axis you have level, and on the other you have gold. Both increase power, they interact in strange ways.

If only they had come to their senses and simply given every item a + to your effective level.

Yes, I was hoping for a system like this, where the default is NO magic items in the party. You add some measure of the value of the magic items and this adds to the effective level of the party. You then send challenges at the party that match their effective level.
 

DM_Blake said:
In our world, you can buy a car. Drive it for a while. Then sell it to someone else. No restrictions, no limits, no nerfs.

Or buy a home. Or buy a computer. Or buy a pair of socks. And you can sell those things too. Or even give them away.
But even those have significant costs involved in transfers. Property costs 10% to random agents. Use car dealers certainly aren't known for giving good deals. Its not as though any of those examples have a 0% cost going to the dealers. Sure, with newspaper classifieds and craigslist there's a trivial cost to the advertising, but is there a really an equivalent to those in your campaign world. At best, there might be a really slow version of ebay, and I bet the Mercanes in charge gouge worse than paypal.
 

My take on the whole magic item economy business is that changing what items are bought and sold for will not really affect the game a lot at all. The "balance" is achieved in other ways so that too much treasure handed out has minimal impact.
We have either hints or facts that support the following points from 4E RAW:

1) Magic items above the PC level cannot be obtained through purchase.

2) Magic items all have minimum levels needed to use them.

3) Certain slots will not be usable before X level ( such as two magic rings at once)

Some of this may be speculation but I have heard these concepts being discussed before.

If these are the truths of 4E reality who really cares if the PC's are wealthy? No matter how much gold a character has at his or her disposal, the equipment that can actually be used in a practical sense is already pre-set and cannot be increased. Once a character has weapons and every slot allowed for that level filled with the best equipment available then all the excess gold is effectively useless as far as personal gear balance issues go.

One experiment that might be interesting to try is taking a low level character (5th level or so) and giving said character 500,000 gp to spend on personal gear. Do this for a 4E character then do the same with a 3.X character. See which one is more skewed and overpowered for the level. I think the design team took the fact that PC's could (and would) have the best equipment possible for the level when designing encounters. This was impossible to do with the range of challenge in 3.X because the power of what could possibly be equipped varied so much. Sure there were guides about the amount of wealth by level but if that were grossly exceeded then the items would still actually work.

Gold becomes effectively useless for "powering up" in 4E so why worry about how much is floating around?

As a side note I am not a newbie poster. I used to post as Kormydigar but that account encountered technical difficulties that never got resolved.
 

Originally Posted by DM_Blake
In our world, you can buy a car. Drive it for a while. Then sell it to someone else. No restrictions, no limits, no nerfs.

Funny you bring up cars. I live in Japan. I drive a 1998 Mitsubishi. Yeah, old car, but, in a country with no snow, cars last quite a while. I went into the dealer the other day to find out how much I could get for trade. His answer? I have to pay about 500 dollars on top of the new car to dispose of my old car. I have now talked to about a dozen dealers and gotten pretty much the same answer. So, "drive it for a while and sell it" is not exactly true.

Heck, when I did work in the car industry, we often got POS cars on trade ins. We'd usually give about a hundred dollars off the new car and then turn around and sell the clunker to the scrap yard for about 500-700 dollars. Hey, look 500% ROI.

Yet, you don't see used car dealers randomly trolling parking lots asking people to sell their old cars.

IMO, the only market that remotely approaches a magic market would be antiquities. These are fairly singular items that are pretty hard to come by. Sure, +1 swords are comparatively common and whatnot, but, realistically, it's a sellers market.
 

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