How do you handle (mundane) item pricing?

John Crichton

First Post
This may seem somewhat silly, but I hadn't thought about it until tonight, so please bear with me. :)

I was speaking with one of my PC's about pricing out armor because he is playing a halfling and is getting himself some half-plate (can't afford full). The PC's are buying items straight out of the PHB for starters so that doesn't really factor in to things. However, I mentioned to him that because of the region his in that finding a replacement if needed would probably cost a bit more than usual because of the alterations needed to make the armor smaller.

Also included in this conversation was the contension that any custom-made item (sword, armor, saddle, etc.) would cost more than something just in the PHB. The reasoning being that most shopkeeps have a bunch of items usually sitting around waiting to be sold and those prices are listed in the PHB. Anything beyond that that requires someone to make an item to specs that a PC wants would naturally cost more. I know that full plate has to be custom but that is already built into the cost of the item so it is excluded from the conversation.

To get back to part of my query: This region doesn't have many small folk so making any armour for them is rare. Finding someone who had experience making something different than human/elf sized equipment would be difficult but not impossible. Therefore any out of the ordinary sizing would most likely (but not in all cases) cost a bit more (we're not talking double the price or anything, but enough to compensate the person making the alterations). The arguement then descended into that I knew nothing of smithing and that everything is custom made. I pretty much dissagree with that because I assume most of the stuff in the PHB is "off the rack" so to speak.

So my question to you fine folks is how do you handle items and equipment in your campaigns? Do most shops keep a handy stock of armor and weapons or are most things ordered and custom made? If so, is the cost increased? Am I nuts for assuming that customized gear would cost more (keep in mind that the entire world is not like this, just this small area where little folks are not plentiful)?

Is it safe to assume that if smiths don't have a bunch of experience crafting smaller items or shopkeepers not having anything on hand that small, to charge more?

I'd also like to note that I do have places around that make things for the smaller races with no problems (more dwarves in the area and such). I know it seems somewhat petty but it makes perfect sense in the setting. Any helpful words are appriciated!
 
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Just out of curiosity, who is running the game: you, or the players?

For the running of a smooth game, as a player there are times when you just have to sit back and say (to yourself), "Eh, I think it's stupid doing it that way, but I'm not going to stop the game to argue about something so inconsequential..."

I mean, if this was something important, like say, all other players getting 42 point characters and you're only allowed a 28 point character 'just because', then I could see the person would have a legitimate gripe, but this is pretty tame stuff to stop a game over and argue about.

As far as the rules go, it's my understanding that the price remains the same for smaller items, but increases for larger items. If I were to hazard a guess at why this is, I'd say that you were pretty much on the ball in saying that the price would increase due to the specialized nature of the armour (unless being bought at a halfling armoursmiths shop), however the decrease in the materials used and the time it would take to construct justifies that there be no actual increase in cost.

Still... regardless of this, you should probably, politely, let everyone know that you're the DM and the DM's word is final and nicely explain to them that the reason for this rule is so that a game doesn't degenerate into niggling arguments about things that really don't matter that much when all things are considered.
 

I base the price of the item on the place the PCs are buying it from and the amount of time that goes into making it. Unless you're going to a smith who works full-time supplying weapons and armour for his local lord, there aren't going to be many martial weapons around - most will be simple. The price of the item is based on the demand for the smith's time. If he is working for a local lord, anything done on the side should be expensive because that's one less sword the lord is going to use.

The same thing goes for any type of equipment. Most craftsmen would be busy building things for their neighbours and wouldn't have much lying around the shop for travellers to purchase - unless they're on some kind of trade route, and can expect a regular stream of people wanting to buy those same things.
 

DDK said:
Just out of curiosity, who is running the game: you, or the players?
I'm the DM.
DDK said:
As far as the rules go, it's my understanding that the price remains the same for smaller items, but increases for larger items. If I were to hazard a guess at why this is, I'd say that you were pretty much on the ball in saying that the price would increase due to the specialized nature of the armour (unless being bought at a halfling armoursmiths shop), however the decrease in the materials used and the time it would take to construct justifies that there be no actual increase in cost.

Still... regardless of this, you should probably, politely, let everyone know that you're the DM and the DM's word is final and nicely explain to them that the reason for this rule is so that a game doesn't degenerate into niggling arguments about things that really don't matter that much when all things are considered.
This is all before the game has started. I'm just giving the PC a heads up as to the local situation because he would be aware of it. He did bring up some interesting points and I want to make sure I'm treating things fairly before I begin. I'm pretty sure I am but I want to see how others handle shops because now I am interested. :D

Thank you kindly for the advice so far. :cool:
 

LostSoul said:
I base the price of the item on the place the PCs are buying it from and the amount of time that goes into making it. Unless you're going to a smith who works full-time supplying weapons and armour for his local lord, there aren't going to be many martial weapons around - most will be simple. The price of the item is based on the demand for the smith's time. If he is working for a local lord, anything done on the side should be expensive because that's one less sword the lord is going to use.

The same thing goes for any type of equipment. Most craftsmen would be busy building things for their neighbours and wouldn't have much lying around the shop for travellers to purchase - unless they're on some kind of trade route, and can expect a regular stream of people wanting to buy those same things.
That makes sense. How about for those shops that are on trade routes or places of more travel? And do you assume more things are custom made or do these smiths and shopkeeps usually have a few wares sitting around for the wandering adventurer and the like?
 

John Crichton said:
That makes sense. How about for those shops that are on trade routes or places of more travel? And do you assume more things are custom made or do these smiths and shopkeeps usually have a few wares sitting around for the wandering adventurer and the like?

I guess it would depend on the type of trade route. Some items that would be common near a silver train might not be so common along a pilgrim's road, or a route to a great library. Near mines you'll probably be able to find pre-made wagons and tools, but on the coast you're more likely to find pre-made nets and harpoons.

That being said, there is always the chance of something out of the ordinary in any shop. The great thing about something like that is that you can give it a story. If the PCs want to buy a silvered weapon in the plains, where silver is rare, the shopkeeper can tell a story about how it came into his posession. And then he can bump up the price. ;)
 

Population and demand - this goes back to city make up and resourses. If a city has a pop of less than 5% of any given population there is no profit for general products, this means speciality shops have to be formed. Sort of like Big and Tall stores.

Things like plate armor were always custom made so that should not be an issue.

Weapons and such could be. If the weapon is exotic or race specific it is possible it can not be had.

I base mine on population and say what are the odds that a town with a 2% pop of halflings would have a weaponsmith that is able to make a halfling weapon. 2% chance sound about right.
 

You could, perhaps, decide it on an NPC by NPC basis. Determine how many ranks in the appropriate Craft skill the NPC has and work it from a Difficulty Class check. If it is merely a sizing thing, set the DC at (maybe) 15. If the roll comes up 12, it doesn't mean they can't make it, just that it costs 15% more. If the roll comes up at 15 or higher, it is no more difficult for the smith, but still takes the required time to make since there will obviously be none of that size in stock. You could even make these rolls in advance, as an estimate from the smith, in case the PCs would like to shop around. Don't forget that the materials cost will already make half-sized armor cheaper to begin with. Hope that helps! :)
 

John Crichton said:
To get back to part of my query: This region doesn't have many small folk so making any armour for them is rare. Finding someone who had experience making something different than human/elf sized equipment would be difficult but not impossible. Therefore any out of the ordinary sizing would most likely (but not in all cases) cost a bit more (we're not talking double the price or anything, but enough to compensate the person making the alterations). The arguement then descended into that I knew nothing of smithing and that everything is custom made. I pretty much dissagree with that because I assume most of the stuff in the PHB is "off the rack" so to speak.
The only question that I can think of for you is: "Why is this halfling trying to buy his starting equipment in the middle of the human region?"

You did say that this was 'for starters' - in which case he probably purchased it around the place where he came up - which assuming that he and his family aren't the only halflings in the whole of the region, probably has at least a halfling or two as smiths around (unless the population is purely heterogenous - in which case maybe not).

In that case, the cost to him would be exactly the same as the cost to everyone else - at least proportionately. (In other words, a halfling buying a halfling sword will be charged the same as a human buying a human sword. Unless you want to get into the nitty-gritty of such things.)

Is it safe to assume that if smiths don't have a bunch of experience crafting smaller items or shopkeepers not having anything on hand that small, to charge more?
Depends. :) If all smiths work on commission, then the cost is *less*, because it uses less material and takes the same amount of time. If the smiths do work in piece-work, then the piece would likely be a commission - but that would only affect the time, not the price (it wouldn't be *more*) - because it uses less material but requires the same amount of time - it's just a matter of scale, not craftsmanship - at least at that scale. Now if you were talking about making a suit of armor for a *brownie* or something like that then craftsmanship would come into play.
 

I would say that it's easiest for you player to search out a halfling armourer! He'll know just how to make the armour right and will surely charge the standard price as, for him, it is a standard suit of armour.
 

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