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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magic Item Economy - alternatives?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5552522" data-attributes="member: 82106"><p>Actually if you read PHB1 carefully what it says is that the cost to purchase an item is the base cost PLUS 10-40%. This is the merchant's markup, so it actually makes some degree of sense.</p><p></p><p>As for the fantastic labor cost, well, that IS the cost to make an item! A +1 sword can be made with a couple years worth of unskilled labor equivalent (360 gp might be a couple peasant's income for a year). A +6 sword would require commanding the labor of a nation for several years. You can only get a 20% resale value for said +6 item simply because there's nobody in the material world wealthy enough to make such items, period, or buy them at the prices their labor value would put them at.</p><p></p><p>So, you simply cannot find a +6 sword in ANY place in the world. If you do find one it is either a lost relic of the past, or something that you went to the City of Brass to purchase (where entirely different rules apply, Efreets CAN command that kind of labor). Now, PERHAPS you could sell your +6 sword for a fair price in the City of Brass, maybe, if you wanted to spend the time and energy. You can do that, and it is an adventure, and the higher price you get is 'treasure', or you can dump it on the king of Smallville in the real world for 20%, still a fantastical "King's Ransom" in that context.</p><p></p><p>So, again, things don't look "realistic", but in fact they can be made to work out in a logical fashion when you consider any kind of extra cash made by PCs over the book set buy/sell prices to be treasure and require enough work to warrant issuance of XP and treasure parcels.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5552522, member: 82106"] Actually if you read PHB1 carefully what it says is that the cost to purchase an item is the base cost PLUS 10-40%. This is the merchant's markup, so it actually makes some degree of sense. As for the fantastic labor cost, well, that IS the cost to make an item! A +1 sword can be made with a couple years worth of unskilled labor equivalent (360 gp might be a couple peasant's income for a year). A +6 sword would require commanding the labor of a nation for several years. You can only get a 20% resale value for said +6 item simply because there's nobody in the material world wealthy enough to make such items, period, or buy them at the prices their labor value would put them at. So, you simply cannot find a +6 sword in ANY place in the world. If you do find one it is either a lost relic of the past, or something that you went to the City of Brass to purchase (where entirely different rules apply, Efreets CAN command that kind of labor). Now, PERHAPS you could sell your +6 sword for a fair price in the City of Brass, maybe, if you wanted to spend the time and energy. You can do that, and it is an adventure, and the higher price you get is 'treasure', or you can dump it on the king of Smallville in the real world for 20%, still a fantastical "King's Ransom" in that context. So, again, things don't look "realistic", but in fact they can be made to work out in a logical fashion when you consider any kind of extra cash made by PCs over the book set buy/sell prices to be treasure and require enough work to warrant issuance of XP and treasure parcels. [/QUOTE]
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Magic Item Economy - alternatives?
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