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How do you handle gems as a GM?

The party finds an onyx (worth 50 gp) and 2 opals (worth 75 gp each). What do you say?

  • You find 3 gems. One worth 50 gp and two worth 75 gp each.

    Votes: 0 0.0%
  • You find 200 gp.

    Votes: 0 0.0%
  • You find gems worth 200 gp.

    Votes: 0 0.0%

  • This poll will close: .
When they find them, "3 gem stones". If they spend time identifying/appraising then assuming success, the full description. Probably should be a GM roll since failure could lead to some interesting side plots. Sadly, most parties can't wait to turn gems/jewelry into cash so generally not worth spending much time on it. Unless of course, the stones are useful as magic components.
 

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I'd describe the gems (color, size) and OOC allow PCs skilled in Appraisal or something close (being a Dwarf) to make a roll to determine the gems' approximate (what it's worth and what they can actually sell it for are often different) value.
I basically do this.

Except I rarely impose a difference between the worth and what the PCs can sell it for. Functionally those are synonyms. For ease of play they can almost always get the worth. The exceptions would be if they're in some sort of notably disadvantageous situation- on the lam and needing to liquidate through a shady fence, or stuck in a small town where no buyer has enough cash to pay full value.
 
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I'm still learning this DM thing, but unless anyone tries to appraise, I just tell them what sort of gem it is. I assume the values given are always the prices they'd get from a fair dealer (indicating the gems are worth more, but unless they want to set themselves up as their own jewelers/trading company, they won't get it) and then I can avoid having to do advanced haggling mid game.
 

For me it depends upon the circumstances and to some extent the audience of players. So I voted for "other." For some settings and rulesets, unless the PCs are very green, such identification doesn't present much of a challenge. So I'd roll with the 2nd choice. In other settings however, the knowledge and skill to identify gems can be a rare talent. In that case I'd begin at option 3, giving the least details and allowing players to RP through the process of IDing them.

My players are going to have some influence too, in that some players just aren't that keen on the RP of IDing and evaluating of items like gems. For such players I might just do a handwaving of it, by giving the most details. I certainly have a few cicrle of players that really like to do a full geek on such RP. And of course there's those rare gems, who's IDing IMO shouldn't be handwaved. If only because doing so can eliminate the potential for good narrative, RPing and maybe even plot hooks.
 
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