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Looting and the State
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<blockquote data-quote="balterkn" data-source="post: 3352865" data-attributes="member: 46546"><p>For simplicity, the fact that characters generally sell treasure for 50% of value, can be considered to be the party's take after taxes, fees, and the like. Same goes for gems and jewelery, if sold at less than full value (normally through a jeweler/money changer) - although these can be given at full value as "in-kind" currency for transactions (not everything has to be sold for coin before trading).</p><p></p><p>If a character is willing to put up with black markets, and other underground elements (likely to involve a bit of city adventure), then I'd probably let them keep higher proportions of their treasure (based on their skill checks and success/failure in dealing with the underworld elements). Of course, failure can result in unpleasant things. So far, no players have tried this option.</p><p></p><p>For readily convertible goods (trade goods) that sale at their full value, generally PCs don't have enough of these to warrant consideration of taxes and thus also not enough to warrant considerations of mercantile supply and demand. If the party rolls into town with wagons full of trade goods, then I'd probably look at a short interaction with the village/town leaders (for smaller settlements) or the merchant's guild (for large towns and up) to determine how much they can sell their good for. This case is kinda rare and only normally comes up if the players are experimenting with merchant trade in addition to their adventuring profession. Hence, there is some buy-in from the players that this is some of the interaction they would want on their travels. Several groups have tried it, mostly in support of long overland treks - level of detail varied depending on the group's interest - from "let's buy stuff to trade" to "looking at the good produced here and what will be needed there, we'll buy this specific stuff, oh and also stock up on these other specific good to trade at these settlements en-route").</p><p></p><p>Large amounts of trade good in treasure from an adventure would have to depend on the nature of "large" (compared with the GP limit of the settlement). If generally below the GP limit, then the influx is not really noticed. Beyond the GP limit, then I'd handle it as above.</p></blockquote><p></p>
[QUOTE="balterkn, post: 3352865, member: 46546"] For simplicity, the fact that characters generally sell treasure for 50% of value, can be considered to be the party's take after taxes, fees, and the like. Same goes for gems and jewelery, if sold at less than full value (normally through a jeweler/money changer) - although these can be given at full value as "in-kind" currency for transactions (not everything has to be sold for coin before trading). If a character is willing to put up with black markets, and other underground elements (likely to involve a bit of city adventure), then I'd probably let them keep higher proportions of their treasure (based on their skill checks and success/failure in dealing with the underworld elements). Of course, failure can result in unpleasant things. So far, no players have tried this option. For readily convertible goods (trade goods) that sale at their full value, generally PCs don't have enough of these to warrant consideration of taxes and thus also not enough to warrant considerations of mercantile supply and demand. If the party rolls into town with wagons full of trade goods, then I'd probably look at a short interaction with the village/town leaders (for smaller settlements) or the merchant's guild (for large towns and up) to determine how much they can sell their good for. This case is kinda rare and only normally comes up if the players are experimenting with merchant trade in addition to their adventuring profession. Hence, there is some buy-in from the players that this is some of the interaction they would want on their travels. Several groups have tried it, mostly in support of long overland treks - level of detail varied depending on the group's interest - from "let's buy stuff to trade" to "looking at the good produced here and what will be needed there, we'll buy this specific stuff, oh and also stock up on these other specific good to trade at these settlements en-route"). Large amounts of trade good in treasure from an adventure would have to depend on the nature of "large" (compared with the GP limit of the settlement). If generally below the GP limit, then the influx is not really noticed. Beyond the GP limit, then I'd handle it as above. [/QUOTE]
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