Wormwood
Adventurer
Shocking!Blustar said:Now we are just supposed to pick items that would excite your players and items they can actually use.
Shocking!Blustar said:Now we are just supposed to pick items that would excite your players and items they can actually use.
I think the common explanation is that magic items are rare enough that you can't just sell them to anyone. Most people either aren't interested in them, or don't have the capital to afford them. Those that can are well-connected merchants who basically have to buy that low to make profit off of them, because they have to put so much effort into reselling the item.useridunavailable said:What I don't like is that, given the scarcity of magic items, how in the holy living hell are characters only able to get one-fifth of an item's market value for it? That's just stupid. "Hey, guys, I just found this sword whose like hasn't been seen in a hundred years! Anybody wanna give me 2 bucks for it?!?" Just plain dumb.
Yeah, I understand it, but I still don't like it. It still doesn't explain why you can't post an ad in every Waterdeep tavern stating that you'd like to sell item X for 50% of its market value. There's bound to be a market for it in a Metropolis. Even if you're not selling to adventurers who want to use it, there's gotta be some noble who collects the darned things as showpieces. Of course, by the time you're selling/DEing your items, they're going to be worth so much less than the items you need now that it's kind of petty to implement this marginally believeable magical economy in the first place. At any rate, my wizard will just be DEing his old stuff to make potions, so it's largely irrelevant anyway. One of the best things about D&D: everything is mutable.Lord Sessadore said:I think the common explanation is that magic items are rare enough that you can't just sell them to anyone. Most people either aren't interested in them, or don't have the capital to afford them. Those that can are well-connected merchants who basically have to buy that low to make profit off of them, because they have to put so much effort into reselling the item.
Another interpretation I've seen is that the merchants who buy your magic sword for 1/5 market price are actually disenchanting the item for the residuum, then using the enchant magic item ritual to create whatever item it is that their next customer wants. That way, they're not really making much money off of it percentage-wise (though still a lot in gp value), and it justifies selling for 10-40% above market price.
Hah! Loot drops! Hilarious. I can't tell you how many Void Crystals I ended up with before they were worth anything (I'd already quit by the time that changed).ExploderWizard said:Crappy loot drops are.........well....unfun.
Regicide said:Having the players ENCOURAGED to go "Hmm, I'm almost paragon, whats the best once-per-day item out there since I can use a second soon" seems a bit much.
Thing is, by the core's implied setting, a metropolis like Waterdeep is definitely the exception. It's more like finding that one travelling merchant in the village of Auckney that has enough cash to buy the item off you, but he's only going to pay 1/5 market value for it.useridunavailable said:Yeah, I understand it, but I still don't like it. It still doesn't explain why you can't post an ad in every Waterdeep tavern stating that you'd like to sell item X for 50% of its market value. There's bound to be a market for it in a Metropolis. Even if you're not selling to adventurers who want to use it, there's gotta be some noble who collects the darned things as showpieces. Of course, by the time you're selling/DEing your items, they're going to be worth so much less than the items you need now that it's kind of petty to implement this marginally believeable magical economy in the first place. At any rate, my wizard will just be DEing his old stuff to make potions, so it's largely irrelevant anyway. One of the best things about D&D: everything is mutable.![]()