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Rules/Rolls for Running a Shop
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<blockquote data-quote="Jacob" data-source="post: 5572653" data-attributes="member: 98644"><p>Back from the session. Nothing happened, and the DM said he wanted to put the shop on hold for the now, even though we can't continue the game until it's settled. Hopefully something is figured in the meantime. Alright, to responses...</p><p></p><p>What I'm curious on figuring out is a little different than selling goods you make in the shop (or basic undefined working in general). I'm interested in selling the surplus item which have either been found or taken from the dead of battle. I assume the Craft/Profession checks can be done on the side of this, or can't be done at all in the midst of this selling. How it's done isn't really spelled out in any book I've read thus far, which is what I'm trying to figure out.</p><p></p><p>On that note, this is not just about selling magic items in the shop, but MWK and generic items as well. The system I'm looking for would be the same in a world that had no magic shops to speak of. Perhaps that's a good place to start? If I had a lot of nonmagical weapons and armor on my person, how would I go about selling them within certain rules?</p><p></p><p>I have issue with the <strong>bold section</strong>, because by doing as such you're completely stomping upon the idea of your PCs have a shop. Instead of going to a merchant and selling what you have for 50%, you're going to have them go through a lot of work, loopholes and challenges for...50%. Not cool! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p><p></p><p>The expenses and risks you are mentioning are a given for any sort of business, as are the tools of the trade that go into it, the lag of business, etc. But that doesn't mean you only get 50% after it's all said and done. If you're really going to go that route, why would and NPC own a shop if the goods you buy are going to net you the exact amount after selling them?</p><p></p><p>Let's go from this angle: how does an NPC go about getting a business running and deal with the expenses? After you get that down, apply it for the PC and you have yourself a means to make this work. There really shouldn't be a difference between the two and their goals, and if you say there is, how are there any shops at all in any campaign world?</p><p></p><p>Not a bad plumbing or waste disposal idea, though it's dangerous and requires "mechanics" to make sure the slime/ooze doesn't get that large. I mean, really, this same idea was used in the <a href="http://en.wikipedia.org/wiki/Red_Hand_of_Doom" target="_blank">Red Hand of Doom</a> adventure path with a gray ooze. Not bad at all.</p></blockquote><p></p>
[QUOTE="Jacob, post: 5572653, member: 98644"] Back from the session. Nothing happened, and the DM said he wanted to put the shop on hold for the now, even though we can't continue the game until it's settled. Hopefully something is figured in the meantime. Alright, to responses... What I'm curious on figuring out is a little different than selling goods you make in the shop (or basic undefined working in general). I'm interested in selling the surplus item which have either been found or taken from the dead of battle. I assume the Craft/Profession checks can be done on the side of this, or can't be done at all in the midst of this selling. How it's done isn't really spelled out in any book I've read thus far, which is what I'm trying to figure out. On that note, this is not just about selling magic items in the shop, but MWK and generic items as well. The system I'm looking for would be the same in a world that had no magic shops to speak of. Perhaps that's a good place to start? If I had a lot of nonmagical weapons and armor on my person, how would I go about selling them within certain rules? I have issue with the [B]bold section[/B], because by doing as such you're completely stomping upon the idea of your PCs have a shop. Instead of going to a merchant and selling what you have for 50%, you're going to have them go through a lot of work, loopholes and challenges for...50%. Not cool! :eek: The expenses and risks you are mentioning are a given for any sort of business, as are the tools of the trade that go into it, the lag of business, etc. But that doesn't mean you only get 50% after it's all said and done. If you're really going to go that route, why would and NPC own a shop if the goods you buy are going to net you the exact amount after selling them? Let's go from this angle: how does an NPC go about getting a business running and deal with the expenses? After you get that down, apply it for the PC and you have yourself a means to make this work. There really shouldn't be a difference between the two and their goals, and if you say there is, how are there any shops at all in any campaign world? Not a bad plumbing or waste disposal idea, though it's dangerous and requires "mechanics" to make sure the slime/ooze doesn't get that large. I mean, really, this same idea was used in the [URL="http://en.wikipedia.org/wiki/Red_Hand_of_Doom"]Red Hand of Doom[/URL] adventure path with a gray ooze. Not bad at all. [/QUOTE]
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