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Rules/Rolls for Running a Shop
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<blockquote data-quote="Umbran" data-source="post: 5572002" data-attributes="member: 177"><p>It can sell for full value, but you have expenses. Taxes and the like many have already mentioned, but there's one I think got missed.</p><p></p><p>Security.</p><p></p><p>You're going to have a building loaded with highly useful, highly expensive items? That sounds like a dungeon, but with fewer monsters - a soft target, easy pickin's as they say - some enterprising adventurers are going to wonder why they should go into the dungeon to find magic items, instead of breaking into your shop for them. You'll require 24/7 security, of the quality to defeat a party of your power or higher. And that's going to be a major overhead cost. And, so while you can sell it for full cost, you have overhead that'll bite into your profits. </p><p></p><p>As a GM, I'd be happy to just say it all comes out in the wash, and you net 50%, just like you were selling the items normally. </p><p></p><p>As a GM, I'm not going to let you have your cake and eat it too - if you want to get more money out of those magic items than normal, that means you have to put something into the venture - time (your character tends the shop rather than adventuring), risk (your profits are not assured, or you personally occasionally are threatened) or something along those lines.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5572002, member: 177"] It can sell for full value, but you have expenses. Taxes and the like many have already mentioned, but there's one I think got missed. Security. You're going to have a building loaded with highly useful, highly expensive items? That sounds like a dungeon, but with fewer monsters - a soft target, easy pickin's as they say - some enterprising adventurers are going to wonder why they should go into the dungeon to find magic items, instead of breaking into your shop for them. You'll require 24/7 security, of the quality to defeat a party of your power or higher. And that's going to be a major overhead cost. And, so while you can sell it for full cost, you have overhead that'll bite into your profits. As a GM, I'd be happy to just say it all comes out in the wash, and you net 50%, just like you were selling the items normally. As a GM, I'm not going to let you have your cake and eat it too - if you want to get more money out of those magic items than normal, that means you have to put something into the venture - time (your character tends the shop rather than adventuring), risk (your profits are not assured, or you personally occasionally are threatened) or something along those lines. [/QUOTE]
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