Nifft said:If you think owning a shop in a magical metropolis means you get to keep full price on what you sell... well, there are some guilds who would like to chat with you about that. Possibly in Cant.
3d6 said:In the games I run, if you're in a large enough city (as given by the DMG town gold limit guidelines) you say "I'm selling magic items X, Y, and Z", and you exchange the magic items for gold equal to 50% of their price. (I abstract all buying and selling, on the principle that shopping is boring.)
)...howandwhy99 said:My world doesn't BUY or SELL magic items. The gold piece values are strictly DM information and not for Players. We do have a lot of TRADE though. 99+% of the population simply doesn't have the ability to detect magic. In this way it's like a Paladin's detect evil ability. Just because a PC can tell something is evil or magical, doesn't mean anyone else will necessarily believe them. Of course, this works in their favor when others don't quite know what they are wielding.
For speed of play, we use Appraise and Bluff checks to affect final sales. Magic items can be sold for 1/2 cost, per the book rules, for equivalent materials that the receiving party has on hand. Some folks take debts or credits as well, but that depends upon a lot more than cold, hard gold.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.