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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Poke holes in my 4e econ house rule, please.
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<blockquote data-quote="kanvil" data-source="post: 4337192" data-attributes="member: 61918"><p>The base prices for items are the cost to craft the item, based on the materials the ritual requires.</p><p></p><p>The market for magic items is pretty risky because there aren't a lot of adventurers around who want to buy them. The odds of finding a buyer with the available cash are low enough that buying random magic items from players is speculative, at best. The 20% sell price comes from the value of the residuum you get from disenchanting the item. If a merchant can't unload it for a profit, he can at least get it disenchanted and break even.</p><p></p><p>But he won't want to just disenchant items. Breaking even doesn't pay for his miscellaneous costs, nor does it offset the opportunity cost of having all that money sitting around doing nothing while he searches for a buyer. He'd much rather find an adventurer with deep pockets and make 5x his money back. But that's a chancy business, and he'll typically have to hold onto the item for a long time (possibly years) to have a chance at it.</p><p></p><p>Personally, if my players wanted to unload magic items and didn't want to take the cut-rate prices most people are willing to offer (or just have them disenchanted), I'd make an adventure out of it. They might have to travel to a large city or a dangerous frontier to find rich adventurers interested in the items. They would certainly have encounters along the way, and I'd offset most of the extra cash they'd get by giving them less cash loot from encounters they'd have along the way.</p></blockquote><p></p>
[QUOTE="kanvil, post: 4337192, member: 61918"] The base prices for items are the cost to craft the item, based on the materials the ritual requires. The market for magic items is pretty risky because there aren't a lot of adventurers around who want to buy them. The odds of finding a buyer with the available cash are low enough that buying random magic items from players is speculative, at best. The 20% sell price comes from the value of the residuum you get from disenchanting the item. If a merchant can't unload it for a profit, he can at least get it disenchanted and break even. But he won't want to just disenchant items. Breaking even doesn't pay for his miscellaneous costs, nor does it offset the opportunity cost of having all that money sitting around doing nothing while he searches for a buyer. He'd much rather find an adventurer with deep pockets and make 5x his money back. But that's a chancy business, and he'll typically have to hold onto the item for a long time (possibly years) to have a chance at it. Personally, if my players wanted to unload magic items and didn't want to take the cut-rate prices most people are willing to offer (or just have them disenchanted), I'd make an adventure out of it. They might have to travel to a large city or a dangerous frontier to find rich adventurers interested in the items. They would certainly have encounters along the way, and I'd offset most of the extra cash they'd get by giving them less cash loot from encounters they'd have along the way. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Poke holes in my 4e econ house rule, please.
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