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Rules/Rolls for Running a Shop
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<blockquote data-quote="Jacob" data-source="post: 5570855" data-attributes="member: 98644"><p>So I have a bit of an issue in a game run by my DM (who is also a player in my game). I have taken to the goal of buying my own shop in the dream that my Dwarf Wizard can one day build a stronghold of crafters and sorcery. However, this has created a lot of conflict, because I proposed we start selling the loot and magic items we don't need for a 100% profit instead of only getting 50% of what it's worth to another merchant.</p><p></p><p>In the original model of how one gets treasure in D&D, PCs get a large chunk of their GP from merchants buying what they don't need for 50% of what it's worth. Because we own a building to sell these extra items we took from combatants, we have the capacity to bypass the middleman.</p><p></p><p>Our DM has a problem with this because he believes it makes us overpowered. We would be getting gold way too fast, and he doesn't think he could keep up with that. If this happened, we would supposedly hate him because he would be throwing challenges at us x3 more powerful than a normal challenge. I think that's a load of rubbish, but it's the argument he's sticking with. I mean, really? Is the difference of 500 - 1000 GP (via +1 weapon as example) going to unbalance your game so much you need to throw even greater fights at us?</p><p></p><p>If all else, it would be really helpful to know some rule or rolls to make this work out, because there are known in the DMG on how a PC should sell their loot or what it would cost to run a business. DMG2 has some rules on how running a business is like, however it has nothing on how one goes about selling a +1 Longsword (far as I know).</p><p></p><p>He's presented a couple alternate methods of how he would like it to work, one overly complex and the other having him micromanage of how much gold we get (meaning he not only decides what treasure there is, but when we get the gold for it). However, in each instance we are still only getting 60 - 75% of the wealth of the item when sold (depending on what idea used), because we are "selling it" to the store/expenses/other related jargon.</p><p></p><p>It's frustrating because he's not even giving a base value of what expenses there are, even though you're taking 500 GP from a 2000 GP +1 weapon. Biggest gripe I had with it all was how <em><strong>my own</strong></em> crafted magic items were sold, because those would sell at 100%, seeing as they need to in order to make up for the XP loss. If these items can sell 100%, why can't the box of stuff in the back sell for their full value?</p><p></p><p>So there we are. I'm looking for a system that can make my plan work, and suggestions on how I can possibly work with a DM whom I am beginning to believe wants to control what we do and where we go (this time with some annoyance). I would like to think it would be something as simple as a 10 - 20% chance per week an item could be sold, but that's apparently too simple a solution for a game that needs to be complicated. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p></blockquote><p></p>
[QUOTE="Jacob, post: 5570855, member: 98644"] So I have a bit of an issue in a game run by my DM (who is also a player in my game). I have taken to the goal of buying my own shop in the dream that my Dwarf Wizard can one day build a stronghold of crafters and sorcery. However, this has created a lot of conflict, because I proposed we start selling the loot and magic items we don't need for a 100% profit instead of only getting 50% of what it's worth to another merchant. In the original model of how one gets treasure in D&D, PCs get a large chunk of their GP from merchants buying what they don't need for 50% of what it's worth. Because we own a building to sell these extra items we took from combatants, we have the capacity to bypass the middleman. Our DM has a problem with this because he believes it makes us overpowered. We would be getting gold way too fast, and he doesn't think he could keep up with that. If this happened, we would supposedly hate him because he would be throwing challenges at us x3 more powerful than a normal challenge. I think that's a load of rubbish, but it's the argument he's sticking with. I mean, really? Is the difference of 500 - 1000 GP (via +1 weapon as example) going to unbalance your game so much you need to throw even greater fights at us? If all else, it would be really helpful to know some rule or rolls to make this work out, because there are known in the DMG on how a PC should sell their loot or what it would cost to run a business. DMG2 has some rules on how running a business is like, however it has nothing on how one goes about selling a +1 Longsword (far as I know). He's presented a couple alternate methods of how he would like it to work, one overly complex and the other having him micromanage of how much gold we get (meaning he not only decides what treasure there is, but when we get the gold for it). However, in each instance we are still only getting 60 - 75% of the wealth of the item when sold (depending on what idea used), because we are "selling it" to the store/expenses/other related jargon. It's frustrating because he's not even giving a base value of what expenses there are, even though you're taking 500 GP from a 2000 GP +1 weapon. Biggest gripe I had with it all was how [I][B]my own[/B][/I] crafted magic items were sold, because those would sell at 100%, seeing as they need to in order to make up for the XP loss. If these items can sell 100%, why can't the box of stuff in the back sell for their full value? So there we are. I'm looking for a system that can make my plan work, and suggestions on how I can possibly work with a DM whom I am beginning to believe wants to control what we do and where we go (this time with some annoyance). I would like to think it would be something as simple as a 10 - 20% chance per week an item could be sold, but that's apparently too simple a solution for a game that needs to be complicated. :hmm: [/QUOTE]
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