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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
NPC merchants have a damn good union!
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<blockquote data-quote="Sphyre" data-source="post: 4283208" data-attributes="member: 55424"><p>This is how it makes sense to me:</p><p></p><p>In price comparison, magic items to common folk is like buying a 1 million dollar sports car for the lower or lower middle class. If you obtain a 1 million dollar sports car, and you want to convert that to cash quickly (as adventurers after an adventure may want to do) you'll have to offer considerable discounts to get the people with money to want to take it off your hands right away.</p><p></p><p>In other words, if someone offered you a product today that you don't <em>need</em> how cheap would it have to be for you to actually consider buying a large ticket item that's normally out of your price range to buy?</p><p></p><p>I think the 20% rule is basically saying "If you offer it to merchants for 1/5 it's price, you'll get a buyer for your magical items quick enough that we'll call it negligible." You're basically saying "Here: take all this stuff you didn't want or need in the first place, what's the highest price you're willing to pay for it?" It's basically the "fair" concession for both sides. You get cash you couldn't get otherwise, and the merchant gets an item that he didn't want, otherwise he would have seeked it out.</p><p></p><p>I see it as game play time saver. If you just sell at 20% instead of spending 3 hours role playing finding buyers for your items then it speeds the game along, and you can amass more treasure. If you want to ignore the rule and say "I'm not selling this item until I find someone who will buy it for at least 75% it's value," I don't think it's saying you can't do that, you just have to deal with the consequences of trying to find someone who has it.</p><p></p><p>On a related subject I tend to have variable prices for items (when selling and buying) in the first place in my games depending on the 'game economy' at the time. It's something my players tend to find interesting and enjoy it when the economy is healthy and they get better prices. It's an incentive on multiple levels. It's a bit more simulation-like and increases immersion.</p></blockquote><p></p>
[QUOTE="Sphyre, post: 4283208, member: 55424"] This is how it makes sense to me: In price comparison, magic items to common folk is like buying a 1 million dollar sports car for the lower or lower middle class. If you obtain a 1 million dollar sports car, and you want to convert that to cash quickly (as adventurers after an adventure may want to do) you'll have to offer considerable discounts to get the people with money to want to take it off your hands right away. In other words, if someone offered you a product today that you don't [i]need[/i] how cheap would it have to be for you to actually consider buying a large ticket item that's normally out of your price range to buy? I think the 20% rule is basically saying "If you offer it to merchants for 1/5 it's price, you'll get a buyer for your magical items quick enough that we'll call it negligible." You're basically saying "Here: take all this stuff you didn't want or need in the first place, what's the highest price you're willing to pay for it?" It's basically the "fair" concession for both sides. You get cash you couldn't get otherwise, and the merchant gets an item that he didn't want, otherwise he would have seeked it out. I see it as game play time saver. If you just sell at 20% instead of spending 3 hours role playing finding buyers for your items then it speeds the game along, and you can amass more treasure. If you want to ignore the rule and say "I'm not selling this item until I find someone who will buy it for at least 75% it's value," I don't think it's saying you can't do that, you just have to deal with the consequences of trying to find someone who has it. On a related subject I tend to have variable prices for items (when selling and buying) in the first place in my games depending on the 'game economy' at the time. It's something my players tend to find interesting and enjoy it when the economy is healthy and they get better prices. It's an incentive on multiple levels. It's a bit more simulation-like and increases immersion. [/QUOTE]
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NPC merchants have a damn good union!
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