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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Game Economics: 4E Finally Got It Right
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<blockquote data-quote="kennew142" data-source="post: 4224008" data-attributes="member: 18490"><p>I like the economy article. I've always favored having merchants pay less than 50% market value for magic items. I use the used book store method for determining what you can get for an item. If a merchant can sell an item for X gp, he will give you 1/2 X gp in trade or 1/4 X gp in coin. The assumption was that the merchant might have to hold onto an item for a long time before he can sell it, so he has to keep his profit margins high. 1/5 market value is only a little less than the 1/4 I was giving.</p><p></p><p>I have allowed (and will continue to allow) good merchanting skills (probably Diplomacy in 4e) to provide a bonus to the percentage the party can get from an item, and a discount on what they want to purchase. </p><p></p><p>I've never been too concerned with how much money the characters have, since I limit the access to magic item merchants. Usually I determine what each merchant has available. The characters interact with the NPCs to find out what's available where. I also change the stock available between visits to simulate the merchant selling some items and acquiring others.</p><p></p><p>At first I hated the concept of <em>residuum</em>, but then I realized that it was just the name I hated. I liked the idea of disenchanting magic items when I first saw it in the artificer class. I'll just change the name. I can't decide on <em>numina</em> or <em>mana</em>, but it will probably be one of those.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4224008, member: 18490"] I like the economy article. I've always favored having merchants pay less than 50% market value for magic items. I use the used book store method for determining what you can get for an item. If a merchant can sell an item for X gp, he will give you 1/2 X gp in trade or 1/4 X gp in coin. The assumption was that the merchant might have to hold onto an item for a long time before he can sell it, so he has to keep his profit margins high. 1/5 market value is only a little less than the 1/4 I was giving. I have allowed (and will continue to allow) good merchanting skills (probably Diplomacy in 4e) to provide a bonus to the percentage the party can get from an item, and a discount on what they want to purchase. I've never been too concerned with how much money the characters have, since I limit the access to magic item merchants. Usually I determine what each merchant has available. The characters interact with the NPCs to find out what's available where. I also change the stock available between visits to simulate the merchant selling some items and acquiring others. At first I hated the concept of [I]residuum[/I], but then I realized that it was just the name I hated. I liked the idea of disenchanting magic items when I first saw it in the artificer class. I'll just change the name. I can't decide on [I]numina[/I] or [I]mana[/I], but it will probably be one of those. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Game Economics: 4E Finally Got It Right
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