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<blockquote data-quote="Diremede" data-source="post: 2624559" data-attributes="member: 7964"><p>I would say that the best thing to do in these situations is to see what the characters plan to do with the things that they have. If they simply plan on walking into ye old blacksmith and getting market value for weapons and armor they have scavanged, then they are thinking wrong, I stick to 50%. This pretty much goes for any items that the PC's have unless its rare or highly desired. </p><p></p><p>If my players actually try to take these items to market and either barter with a merchant for a different item or try to sell them outright on the market I let them use their social skills to determine the end result. Of course if their social skills suck then, they are probably better off taking the 50% and cut their losses.</p><p></p><p>In either case it really depends on how you run your game. If you like to roleplay out these little scenerios than I would encourage my players to sell the items in the market and try to haggle as best they can. If your gaming group doesn't like to role play these scenerios or you as the DM don't want to waste your time on them and like to stick to the other more interesting role playing aspects such as the main plot, then perhaps a happy median can be reached such as 65% or something of that nature. </p><p></p><p>I tend to keep my players rather poor so they tend to see the value in most items they come across and they try to maximize on their loot at every opportunity.</p></blockquote><p></p>
[QUOTE="Diremede, post: 2624559, member: 7964"] I would say that the best thing to do in these situations is to see what the characters plan to do with the things that they have. If they simply plan on walking into ye old blacksmith and getting market value for weapons and armor they have scavanged, then they are thinking wrong, I stick to 50%. This pretty much goes for any items that the PC's have unless its rare or highly desired. If my players actually try to take these items to market and either barter with a merchant for a different item or try to sell them outright on the market I let them use their social skills to determine the end result. Of course if their social skills suck then, they are probably better off taking the 50% and cut their losses. In either case it really depends on how you run your game. If you like to roleplay out these little scenerios than I would encourage my players to sell the items in the market and try to haggle as best they can. If your gaming group doesn't like to role play these scenerios or you as the DM don't want to waste your time on them and like to stick to the other more interesting role playing aspects such as the main plot, then perhaps a happy median can be reached such as 65% or something of that nature. I tend to keep my players rather poor so they tend to see the value in most items they come across and they try to maximize on their loot at every opportunity. [/QUOTE]
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