How do you handle selling magic items in your campaign? (New question on page 4)

Ambrus said:
In my campaign, I start with a sale price of 40% and let the player roll either a diplomacy check (to represent haggling for a better price) or a gather information check (to represent hunting down an interested buyer willing to pay more) and add the result of the check to the base 40% figure. The base 50% sale value listed in the core-books would represent an unskilled haggler taking 10 on his check. I find that this system helps to reward players who put all the extra effort into boosting their PC's social skills. It also helps to offset the fact that the PCs in my games usually have less funds available then standard PCs of their level are supposed to have. It also makes the players happy.

There are a lot of good ideas in this thread -- thank you! -- but this is the one that's closest to what we were tossing around after today's session.

Ambrus, what sort of timeframe do you have PCs make these rolls on? Also, do you figure in Appraise checks at all?

(I'm curious about these questions from anyone's POV -- let me know what you think.)
 

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I allow the PCs to trade magic, for roughly equal value. It doesn't sit well with me that magic items will degrade in value, but neither are there many people just sitting around with the thousands of GP required for the purcahse.

So what happens is the PCs make a deal to trade magic with other powerful people. This limits the magic lying around, and takes it out of the cash economy more or less. It also creates fun roleplaying opportunities, and makes magic a big deal.

the PCs of course do have wads of cash, but I generally don't let them simply buy magic either. Those people (ususally highish level wizards) who can make magic items generally want magic items in return, things they can trade with extraplanar beings etc. A cleric of a PC's faith might be able to help them in return for cash (which churches have more general need of), but the PCs have never even considered this option to date.
 


In my current campaign, this is how I do it.

The PC's are now all 20+ level & they get a lot of items they jsut don't need. (I mean how many +2 longswords does a party need?).

I also run a magic-heavy game (probably higher level of magic than a standard D&D game).

First, My PC's are so hihg level, they have been given lordship over a portion of the major empire in the land (a border post, constantly beset by enemies). Thus the party gives many of their "minor" magical items to various NPC's of their land. Local Lords, City Guard Captains, etc. Thus the don't become merchants rather than adventurers.

Second, they have several options when they want to sell/buy items.

As lords, they may pursue "official" avenues such as governmentally liscensed outlets.

They also know several other "outlets". The most important is a Mercane Alliance that can buy/sell about anything the PC's can think up. (of course it might take several months to find certain items" This is an crossover from when I ran 2nd ed Planescape.

In general, my PC's get 1/2 value if they want to make a quick sale to a merchant. If they take the time & are willing to sell the items one at a time, they can get full market price (thus usually takes between 2 weeks & 6 months).

Later,
Vraille Darkfang
 

I typically treat negotiations in price as a three part opposed skill check:
The offer "this is as much as I can offer"--Bluff check (vs. negotiator's sense motive)
The counteroffer "I couldn't accept less than"--Sense motive check (vs. negotiator's bluff)
And making a favorable impression--opposed diplomacy check.

For PCs who are buying something or trying to swindle their customers, an appraise check will also be relevant.

As far as trading in magical items goes, I like the idea that there would be independent brokers or people with the skills and reputation to ensure that goods they deal with are really what they claim. ("Sure, you say it's a magic cloak but how do I know?") These people rarely maintain a stock of items unless they see a really good price or have some use for the item if it doesn't sell but will generally know who has what and is willing to sell it and are able to take the necessary precautions to ensure that there is no fraud (on either party--"sure, you say this is genuine gold, but how do I know it's not created by a spell you ported from 1e").
 

There are two major families who own the two major (competing, sort-of) auction houses which broker magic item sales. You can sell via some other merchant or venue, but you won't get full price. However, you may wish to avoid public notice, in which case you'll want to avoid the auction houses.

-- N
 


I tend to use the straight 50% number for those cases where there are multiple low-level items being sold. For example, after a few adventures the party may have accumulated multiple +1 weapons and armors that they have no use for. After they find a shop willing to buy them, they'll usually get 50% list price for those items. This method works well if the party is just interested in a quick sell of the items in question.

On the other hand, if they are selling something more powerful or unique, then I'll usually start at 50% and give them a chance to increase this by using diplomacy for haggling. I use an opposed roll between the buyer and the seller, and each 10 points above the for seller is worth 5% extra. With the bard usually doing most of the haggling for the party, he's been able to bump the price routinely by 5 to 10 percent. The time it takes to complete the deal can depend on a variety of factors, especially the size/gp limit of the town. In a big town w/ a high gp limit, it's pretty easy to find a buyer within a half-day of trying to sell the item. Smaller towns take much longer, to the point of sometimes not even being able to find a buyer at all.

I do like Ambrus' suggestion above for starting at 40% and using the straight diplomacy or gather info roll as extra percentage points. Though in my campaign, I'd probably use the gather info roll to determine how quickly they can locate the buyer and then use the diplomacy roll to set the price.
 
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scourger said:
You can SELL them?

:)


no.

it is just a nice sword.

so +1 thru +10 longsword sold by the PCs nets them.... 50% of a mw longsword... 315/ 2 = 157.5 gp

to buy one costs....
 
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It varies imc depending on some, and all the following conditions.
Do the players want to roleplay it?
Do I want to skip it the selling to continue with the current plot line?
Where are the pc's?
How connected in town are the pcs?
Do I have a plot hook on the magic item?
Is the game in the beer and preztels stage or world campaign stage, or elsewhere?
Is the wind blowing from the west and how many drinks did I have?

Price generally begins at book list just so I have MSRP and goes up or down depending on various factors.
 

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