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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="The Thayan Menace" data-source="post: 1601622" data-attributes="member: 18307"><p><strong>The Art of the Eldritch Deal</strong></p><p></p><p>Unless one of my players insists on playing a priest of Waukeen (and even then), I do not like my games to get bogged down in petty economics.</p><p></p><p>At the same time, I agree with all of you regarding the need for a more "realistic" and satisfying dynamic to simulate commercial transactions.</p><p></p><p>Therefore, in an effort to find a middle ground between automatic 50% sales and verisimilitude, all of my campaign pamphlets have the following section:</p><p></p><p style="text-align: center">________________________________________________</p><p></p><p>On Commerce:</p><p></p><p>1. For the sake of convenient bookkeeping, assume that gems weigh just as much as coins (i.e., 50 gems = 1 pound). An unspecified piece of jewelry or small art object weighs 1/10 of a pound.</p><p></p><p>2. This campaign uses the haggling rules in issue #303 of <em>Dragon</em> (pp. 50-51).</p><p></p><p>3. Although players should ask the DM about local market conditions before engaging in any significant business activity, it is generally safe to assume that most civilized regions possess ample locations to trade in equipment, exchange currencies, and appraise valuables.</p><p></p><p>4. A PC may convert their coinage into currency of a different variety, at a cost of approximately 10% of its original value (i.e., 100 gp for 9 pp). PCs can carry out this transaction with bankers, money-changers, or certain merchants.</p><p></p><p>5) The standard cost of appraisal is 1% of an item’s exchange value (although many shopkeepers waive this fee). A purveyor of quality goods will purchase most gems, jewelry, and exotic art objects at the item’s full listed value.</p><p></p><p>6) Most reputable merchants will refuse to traffic in illegal or questionable goods. That being said, a typical fence will offer to buy such items for 10-50% of their original value.</p><p></p><p style="text-align: center">________________________________________________</p><p></p><p>So far, this list covers at least 90% of all of my in-game commercial activities. Anything not covered by this list, I ajudicate with creative skill rolls (e.g., Bluff, Diplomacy, Intimidate, Gather Information).</p><p></p><p style="text-align: center">________________________________________________</p><p></p><p>Furthermore, anyone interested (or should I say ... consumed) with roleplaying business deals should consider using the Mercantile Background regional feat from the <em>Player's Guide to Faerun</em> (p. 41).</p></blockquote><p></p>
[QUOTE="The Thayan Menace, post: 1601622, member: 18307"] [b]The Art of the Eldritch Deal[/b] Unless one of my players insists on playing a priest of Waukeen (and even then), I do not like my games to get bogged down in petty economics. At the same time, I agree with all of you regarding the need for a more "realistic" and satisfying dynamic to simulate commercial transactions. Therefore, in an effort to find a middle ground between automatic 50% sales and verisimilitude, all of my campaign pamphlets have the following section: [CENTER]________________________________________________[/CENTER] On Commerce: 1. For the sake of convenient bookkeeping, assume that gems weigh just as much as coins (i.e., 50 gems = 1 pound). An unspecified piece of jewelry or small art object weighs 1/10 of a pound. 2. This campaign uses the haggling rules in issue #303 of [I]Dragon[/I] (pp. 50-51). 3. Although players should ask the DM about local market conditions before engaging in any significant business activity, it is generally safe to assume that most civilized regions possess ample locations to trade in equipment, exchange currencies, and appraise valuables. 4. A PC may convert their coinage into currency of a different variety, at a cost of approximately 10% of its original value (i.e., 100 gp for 9 pp). PCs can carry out this transaction with bankers, money-changers, or certain merchants. 5) The standard cost of appraisal is 1% of an item’s exchange value (although many shopkeepers waive this fee). A purveyor of quality goods will purchase most gems, jewelry, and exotic art objects at the item’s full listed value. 6) Most reputable merchants will refuse to traffic in illegal or questionable goods. That being said, a typical fence will offer to buy such items for 10-50% of their original value. [CENTER]________________________________________________[/CENTER] So far, this list covers at least 90% of all of my in-game commercial activities. Anything not covered by this list, I ajudicate with creative skill rolls (e.g., Bluff, Diplomacy, Intimidate, Gather Information). [CENTER]________________________________________________[/CENTER] Furthermore, anyone interested (or should I say ... consumed) with roleplaying business deals should consider using the Mercantile Background regional feat from the [I]Player's Guide to Faerun[/I] (p. 41). [/QUOTE]
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