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How easy is it to SELL magic items in your game?
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<blockquote data-quote="Michael Silverbane" data-source="post: 3315183" data-attributes="member: 38016"><p>In my games, I use a (fairly) simple system based on the price of the for-sale item, the GP limit of the community that they are in, and a Gather Information check.</p><p></p><p>The player makes a Gather Information check. The DC of the check is determined by the price of the item as it compares to the GP limit of the community (a higher GP limit makes for a lower check, while a higher price makes for a higher check). You can sell an item that is worth more than the community's gp limit, but the check is pretty darn high. A check that is one or more multiples of the DC indicates multiple potential buyers. A successful check means that the player has found a buyer. A check that fails, but within 5 (or 10, I don't remember) points has found someone who knows a likely buyer in another (larger) community. A check that fails by more than that indicates that no buyer has been found. This check takes one day and can be retried.</p><p></p><p>The player can then decide if he wants to haggle (which recieves a bonus per potential buyer beyond the first) over the price. If he chooses not to haggle, he makes the sale (which may or may not include some role-playing, depending upon the player's preference), earning 50% of the value of the loot. If he does decide to haggle, he makes a Diplomacy check, which can raise or lower the amount that he makes of of the sale (generally by 1% per point that he succeeds or fails on the check by). This, again, may or may not include some In Character haggling or wheedling, as the player prefers.</p><p></p><p>This system is generally only used for 'expensive' loot. That is, loot that has a combined value of 1000 gp or more. As the characters attain higher levels, the 'expensive' threshold gets raised for the sake of simplicity.</p><p></p><p>Later</p><p>silver</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 3315183, member: 38016"] In my games, I use a (fairly) simple system based on the price of the for-sale item, the GP limit of the community that they are in, and a Gather Information check. The player makes a Gather Information check. The DC of the check is determined by the price of the item as it compares to the GP limit of the community (a higher GP limit makes for a lower check, while a higher price makes for a higher check). You can sell an item that is worth more than the community's gp limit, but the check is pretty darn high. A check that is one or more multiples of the DC indicates multiple potential buyers. A successful check means that the player has found a buyer. A check that fails, but within 5 (or 10, I don't remember) points has found someone who knows a likely buyer in another (larger) community. A check that fails by more than that indicates that no buyer has been found. This check takes one day and can be retried. The player can then decide if he wants to haggle (which recieves a bonus per potential buyer beyond the first) over the price. If he chooses not to haggle, he makes the sale (which may or may not include some role-playing, depending upon the player's preference), earning 50% of the value of the loot. If he does decide to haggle, he makes a Diplomacy check, which can raise or lower the amount that he makes of of the sale (generally by 1% per point that he succeeds or fails on the check by). This, again, may or may not include some In Character haggling or wheedling, as the player prefers. This system is generally only used for 'expensive' loot. That is, loot that has a combined value of 1000 gp or more. As the characters attain higher levels, the 'expensive' threshold gets raised for the sake of simplicity. Later silver [/QUOTE]
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