Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magic items sold at half price...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Spatzimaus" data-source="post: 900155" data-attributes="member: 3051"><p>Like these guys said, it's purely an abstraction meant to make things more balanced.</p><p></p><p>My problem with these is, I don't think there SHOULD be such a built-in downside to being a "magic item shop", if the DM is willing to figure out demand for the items. I mean, just because you can make a Wand of Wishes doesn't mean anyone wants to pay that much for it.</p><p></p><p>Of course, you don't have to be happy with these rules, so you can make something more specialized. Here's what I did IMC (I've posted parts of this here before)</p><p></p><p>***HOUSE RULE***</p><p>The "Market Price" listed is like the Blue Book value. It's a theoretical value, where merchants ask for more than that and tradein values are less than that. The appraised value will be based on this number.</p><p></p><p>To determine how much something REALLY costs, you need to know your Margin.</p><p></p><p>Short Version: Merchants sell to you for (100 + 250/CHA)%, buy for (100 - 250/CHA)%</p><p></p><p>Long Version:</p><p>1> Take your CHA. The full stat, not the modifier.</p><p>2> If you want to haggle, add the results of an opposed skill check (Bluff, Diplomacy, or Intimidate vs. Sense Motive, or whatever the DM thinks is appropriate for your negotiating style) Depending on your style, a badly failed check might end the conversation outright; most merchants accept a little haggling but don't like being bullied or lied to. If the player is willing to roleplay the sale, be willing to give him a few extra points.</p><p>3> Add a circumstance modifier (usually -2 to +2) depending on how difficult the item is to find or how needed it is. Negative means higher prices. If it's a really bad situation (you're in the Ghoul Kingdom and you find someone selling Holy Water) it can be higher/lower.</p><p>4> Add a racial modifier (-2 to +2) depending on how the merchant's race views your race. Same race means +2, unfriendly races mean -2. Humans pretty much always are +0 both ways.</p><p>If they REALLY hate you, they just won't sell; this step assumes you're not at war or anything.</p><p>5> If the result is still less than 5 (practically impossible), set it to 5.</p><p>6> Take 250% and divide it by the result you have so far. That's the Margin. A merchant will sell you an item for 100+Margin% and buy from you at 100-Margin%.</p><p></p><p>It's not as complex as it sounds. A CHA 10 person with no unusual characteristics has a margin of 25%, which means he buys a +1 shield (1000gp) for 1250gp and sells at 750gp. The 500gp difference is the merchant's profit margin on the item. If you made the item yourself, the same price structure still works.</p><p>Now, if you had CHA 21, in an area where those +1 shields were common (+2 circumstance) and the merchant was friendly to you (+2 racial), it'd only cost you 1100 and you could sell one for 900. If you wanted to haggle you could probably lower it even more.</p><p>At the other extreme, a really ugly Half-Orc would end up paying 1500gp and selling for 500gp.</p><p></p><p>Feel free to just round stuff off wherever you feel like it; rounding the result to the nearest 5% works well. This is just a guideline to figure out how effective haggling should be. We originally came up with this as a way to keep CHA from being such a dump stat.</p><p></p><p>***/HOUSE RULE***</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 900155, member: 3051"] Like these guys said, it's purely an abstraction meant to make things more balanced. My problem with these is, I don't think there SHOULD be such a built-in downside to being a "magic item shop", if the DM is willing to figure out demand for the items. I mean, just because you can make a Wand of Wishes doesn't mean anyone wants to pay that much for it. Of course, you don't have to be happy with these rules, so you can make something more specialized. Here's what I did IMC (I've posted parts of this here before) ***HOUSE RULE*** The "Market Price" listed is like the Blue Book value. It's a theoretical value, where merchants ask for more than that and tradein values are less than that. The appraised value will be based on this number. To determine how much something REALLY costs, you need to know your Margin. Short Version: Merchants sell to you for (100 + 250/CHA)%, buy for (100 - 250/CHA)% Long Version: 1> Take your CHA. The full stat, not the modifier. 2> If you want to haggle, add the results of an opposed skill check (Bluff, Diplomacy, or Intimidate vs. Sense Motive, or whatever the DM thinks is appropriate for your negotiating style) Depending on your style, a badly failed check might end the conversation outright; most merchants accept a little haggling but don't like being bullied or lied to. If the player is willing to roleplay the sale, be willing to give him a few extra points. 3> Add a circumstance modifier (usually -2 to +2) depending on how difficult the item is to find or how needed it is. Negative means higher prices. If it's a really bad situation (you're in the Ghoul Kingdom and you find someone selling Holy Water) it can be higher/lower. 4> Add a racial modifier (-2 to +2) depending on how the merchant's race views your race. Same race means +2, unfriendly races mean -2. Humans pretty much always are +0 both ways. If they REALLY hate you, they just won't sell; this step assumes you're not at war or anything. 5> If the result is still less than 5 (practically impossible), set it to 5. 6> Take 250% and divide it by the result you have so far. That's the Margin. A merchant will sell you an item for 100+Margin% and buy from you at 100-Margin%. It's not as complex as it sounds. A CHA 10 person with no unusual characteristics has a margin of 25%, which means he buys a +1 shield (1000gp) for 1250gp and sells at 750gp. The 500gp difference is the merchant's profit margin on the item. If you made the item yourself, the same price structure still works. Now, if you had CHA 21, in an area where those +1 shields were common (+2 circumstance) and the merchant was friendly to you (+2 racial), it'd only cost you 1100 and you could sell one for 900. If you wanted to haggle you could probably lower it even more. At the other extreme, a really ugly Half-Orc would end up paying 1500gp and selling for 500gp. Feel free to just round stuff off wherever you feel like it; rounding the result to the nearest 5% works well. This is just a guideline to figure out how effective haggling should be. We originally came up with this as a way to keep CHA from being such a dump stat. ***/HOUSE RULE*** [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magic items sold at half price...
Top