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How do you handle selling magic items in your campaign? (New question on page 4)
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<blockquote data-quote="Drew" data-source="post: 1600990" data-attributes="member: 1314"><p>Great, so I can buy a +5 longsword for only 315gp? Sounds good to me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Seriously, though, after 4 years of the standard 3E "items sell for half" system, I'm kind of growing tired of it. Unfortunately, I'm not sure what else to do.</p><p></p><p>Saying that you want magic to be "rare and special" is great if you're running a custom low magic setting, but in standard D&D if I tell my players that they can't sell the stuff they don't want, they end up with piles of unwanted items. After the 12th +1 longsword that you just throw away, magic items don't seem so very rare, despite your DM's claims to the contrary, and we're right back to where we started (only with poorer PCs).</p><p></p><p>In a system built around PCs having a certain value of treasure by level x, why punish them by not allowing them to sell magic items they don't want in order to purchase items they do want? And what about art treasures? Why list the price if stuff can't be sold?</p><p></p><p>In the game I'm currently running (Maure Castle) we're playing fairly fast and furious. I'd like the PCs to be able to exchange the stuff they find to get stuff they want...but not in a "magic shop" per say. I guess what I want is some kind of arbitrary system where I can quickly and easily determine how long it takes to sell item X. Sure, I could roleplay it out every time, but who wants to play an entire session geared around selling a +2 dagger? It might be fun every now and again, but in our last session alone the party looted 18 +1 bastard swords, 18 +1 hvy steel shields, several +1 amulets of nat. armor, and a handful of tapestries worth around 5,000 gp market value. Unless they plan on abandoning Maure Castle and starting some sort of militia, they'll want to unload all this stuff.</p><p></p><p>I'd like a nice system where we can roll some dice and determine how long and how much, and then roleplay or not roleplay as we see fit. I almost wish such a system had just been worked into the game, perhaps via the Arms and Equipment Guide.</p></blockquote><p></p>
[QUOTE="Drew, post: 1600990, member: 1314"] Great, so I can buy a +5 longsword for only 315gp? Sounds good to me. :p Seriously, though, after 4 years of the standard 3E "items sell for half" system, I'm kind of growing tired of it. Unfortunately, I'm not sure what else to do. Saying that you want magic to be "rare and special" is great if you're running a custom low magic setting, but in standard D&D if I tell my players that they can't sell the stuff they don't want, they end up with piles of unwanted items. After the 12th +1 longsword that you just throw away, magic items don't seem so very rare, despite your DM's claims to the contrary, and we're right back to where we started (only with poorer PCs). In a system built around PCs having a certain value of treasure by level x, why punish them by not allowing them to sell magic items they don't want in order to purchase items they do want? And what about art treasures? Why list the price if stuff can't be sold? In the game I'm currently running (Maure Castle) we're playing fairly fast and furious. I'd like the PCs to be able to exchange the stuff they find to get stuff they want...but not in a "magic shop" per say. I guess what I want is some kind of arbitrary system where I can quickly and easily determine how long it takes to sell item X. Sure, I could roleplay it out every time, but who wants to play an entire session geared around selling a +2 dagger? It might be fun every now and again, but in our last session alone the party looted 18 +1 bastard swords, 18 +1 hvy steel shields, several +1 amulets of nat. armor, and a handful of tapestries worth around 5,000 gp market value. Unless they plan on abandoning Maure Castle and starting some sort of militia, they'll want to unload all this stuff. I'd like a nice system where we can roll some dice and determine how long and how much, and then roleplay or not roleplay as we see fit. I almost wish such a system had just been worked into the game, perhaps via the Arms and Equipment Guide. [/QUOTE]
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