I am confused about how much magic items can be sold for, and have found no straightforward rule in the DMG...and so I turn to the good people of this board for guidence.
Most GM's I've played with to date (both of them in the only two games were selling items was an issue) rule that items found as loot are sold at 1/2 market value. Questions of haggling aside, this seems workable...but then I started thinking about item crafting. Clearly item crafting for selling is a fool's pursuit if that price rule is in effect.
Thus I present some sample situations and ask for opinions about sale values.
1) PC is an adventurer who found the Sword of Unhinged Squealing on a dungeon crawl. He comes to town, pops into the local magic item shop or blacksmithy, demonstrates the power of the blade, and sells it for:
a) Full market price
b) A price determined by some kind of contest of skill between the two.
c) Half market price
d) No sane merchant would keep 10,000-50,000 gold bits in his shop you fool!
2) PC finds the Sword of Unhinged Squealing on a dungeon crawl, and instead of selling in a store, he puts up flyers, circulates word...generally lets it be known that he has a badass sword for sale, and he's looking for a buyer. After a few days, some big burly warrior shows up and makes him an offer. The PC gets:
a) Full market price
b) A price determined by some kind of contest of skill between the two.
c) Half market price
d) Totally ripped off by a con artist!
3) The PC is an adventurer, but experiences a month or two of downtime while his buddy is making Robes of the Archmagi or something. So he rents out some shop space and starts selling off potions and scrolls and stuff...some that he's found, some that he makes himself. In that time he earns, for each item sold:
a) Full market price
b) A price determined by some kind of contest of skill (averaged, no doubt).
c) Half market price
4) There's an NPC shop owner. All he does all day long is craft stuff and sell it. Oh, and sometimes he buys it direct from wholesale sources (read: PC's). The tags on his inventory indicate that his items cost:
a) Full market price
b) A price determined by some kind of contest of skill.
c) Half market price
5) The PC's are fooling around town, and are overheard by some fighter. He comes up and explains that he's an adventurer too, but is looking to retire. He does however have this really cool Sword of Unhinged Squealing he'd like to sell, to get capital to open his business. So what do you say, guys? I'll only charge:
a) Full market price
b) A price determined by some kind of contest of skill.
c) Half market price
---------
Sorry for the test format there.
What I'm trying to do is isolate factors that I believe have been contaminating economic issues in my games. Factors like, "PC's and NPC's are subject to fundamentally different rules." And so on.
Clearly what is being sold, to whom, by whom, and in what capacity...all factor in. What I'm looking for is a way to sort of codify all that into a coherent set of rules that aren't "house rules," per se...just clarifications on an issue largely unaddressed in the core rules, as far as I can see.
Your help is appreciated.
Thanks!
Most GM's I've played with to date (both of them in the only two games were selling items was an issue) rule that items found as loot are sold at 1/2 market value. Questions of haggling aside, this seems workable...but then I started thinking about item crafting. Clearly item crafting for selling is a fool's pursuit if that price rule is in effect.
Thus I present some sample situations and ask for opinions about sale values.
1) PC is an adventurer who found the Sword of Unhinged Squealing on a dungeon crawl. He comes to town, pops into the local magic item shop or blacksmithy, demonstrates the power of the blade, and sells it for:
a) Full market price
b) A price determined by some kind of contest of skill between the two.
c) Half market price
d) No sane merchant would keep 10,000-50,000 gold bits in his shop you fool!
2) PC finds the Sword of Unhinged Squealing on a dungeon crawl, and instead of selling in a store, he puts up flyers, circulates word...generally lets it be known that he has a badass sword for sale, and he's looking for a buyer. After a few days, some big burly warrior shows up and makes him an offer. The PC gets:
a) Full market price
b) A price determined by some kind of contest of skill between the two.
c) Half market price
d) Totally ripped off by a con artist!
3) The PC is an adventurer, but experiences a month or two of downtime while his buddy is making Robes of the Archmagi or something. So he rents out some shop space and starts selling off potions and scrolls and stuff...some that he's found, some that he makes himself. In that time he earns, for each item sold:
a) Full market price
b) A price determined by some kind of contest of skill (averaged, no doubt).
c) Half market price
4) There's an NPC shop owner. All he does all day long is craft stuff and sell it. Oh, and sometimes he buys it direct from wholesale sources (read: PC's). The tags on his inventory indicate that his items cost:
a) Full market price
b) A price determined by some kind of contest of skill.
c) Half market price
5) The PC's are fooling around town, and are overheard by some fighter. He comes up and explains that he's an adventurer too, but is looking to retire. He does however have this really cool Sword of Unhinged Squealing he'd like to sell, to get capital to open his business. So what do you say, guys? I'll only charge:
a) Full market price
b) A price determined by some kind of contest of skill.
c) Half market price
---------
Sorry for the test format there.

What I'm trying to do is isolate factors that I believe have been contaminating economic issues in my games. Factors like, "PC's and NPC's are subject to fundamentally different rules." And so on.
Clearly what is being sold, to whom, by whom, and in what capacity...all factor in. What I'm looking for is a way to sort of codify all that into a coherent set of rules that aren't "house rules," per se...just clarifications on an issue largely unaddressed in the core rules, as far as I can see.
Your help is appreciated.
Thanks!