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Rules/Rolls for Running a Shop
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<blockquote data-quote="Elephant" data-source="post: 5596528" data-attributes="member: 17431"><p>Okay, follow-up on 1: Does your DM describe the campaign as a low-wealth or low-magic one? That issue might just be a mismatch in expectations ... I've met people who think that the "default" wealth-by-level guidelines were insanely extravagant...</p><p></p><p>Follow-up on 2: First, sorry to ask such an appalling question. I apologize if I came across as insulting -- I certainly didn't mean it that way! That said, I do see a note of entitlement in your reply: That the DM "should find a means" to incorporate running a magic shop into the game.</p><p></p><p>Frankly, if I were your DM, I'd say "No magic shops. It's too much of a hassle, and it takes too much time and energy away from the parts of the game I actually enjoy."</p><p></p><p>On a similar note, from what you've said about your DM, I doubt he's comfortable with trying to build a balanced set of rules for running a shop. It's a nifty idea to say "we'll run a magic shop and get more profit from selling our loot!", but it brings up a lot of business logistics where you have to wing it (or spend a lot of time coming up with detailed Papers and Paychecks rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />).</p><p></p><p>All that said, I do think it would be unreasonable to say "you get an extra 10%" from each item sold in the shop. Maybe make it a Profession: Shopkeeper/Magic Item Salesman check: if you roll a 15 on your Profession check, you get an extra 15% profit for the item. You'd need something to model how long it takes you to find a buyer ... my first idea would be to roll a die to see how many days or weeks it takes. Which die to use and whether it tells you the number of days or number of weeks is open to negotiation, with city size being a factor. Selling a +3 Shocking Burst sword in a hamlet just ain't gonna happen, but it might sell in under a week in a metropolis.</p><p></p><p>Mostly what you need is buy-in for the magic item shop from your DM, and for you both to agree on profit rules that a) give you more treasure than selling items at 50% and b) don't give you SO MUCH MORE treasure that you're too rich for him to manage the game.</p><p></p><p>If the DM feels like the game is spiraling out of control, you're going to have bigger problems than "how much extra should I be able to get by running a magic shop?"</p><p></p><p>Good luck working this all out with your DM <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Do you know if he uses any hobby-related websites like enworld?</p></blockquote><p></p>
[QUOTE="Elephant, post: 5596528, member: 17431"] Okay, follow-up on 1: Does your DM describe the campaign as a low-wealth or low-magic one? That issue might just be a mismatch in expectations ... I've met people who think that the "default" wealth-by-level guidelines were insanely extravagant... Follow-up on 2: First, sorry to ask such an appalling question. I apologize if I came across as insulting -- I certainly didn't mean it that way! That said, I do see a note of entitlement in your reply: That the DM "should find a means" to incorporate running a magic shop into the game. Frankly, if I were your DM, I'd say "No magic shops. It's too much of a hassle, and it takes too much time and energy away from the parts of the game I actually enjoy." On a similar note, from what you've said about your DM, I doubt he's comfortable with trying to build a balanced set of rules for running a shop. It's a nifty idea to say "we'll run a magic shop and get more profit from selling our loot!", but it brings up a lot of business logistics where you have to wing it (or spend a lot of time coming up with detailed Papers and Paychecks rules :P). All that said, I do think it would be unreasonable to say "you get an extra 10%" from each item sold in the shop. Maybe make it a Profession: Shopkeeper/Magic Item Salesman check: if you roll a 15 on your Profession check, you get an extra 15% profit for the item. You'd need something to model how long it takes you to find a buyer ... my first idea would be to roll a die to see how many days or weeks it takes. Which die to use and whether it tells you the number of days or number of weeks is open to negotiation, with city size being a factor. Selling a +3 Shocking Burst sword in a hamlet just ain't gonna happen, but it might sell in under a week in a metropolis. Mostly what you need is buy-in for the magic item shop from your DM, and for you both to agree on profit rules that a) give you more treasure than selling items at 50% and b) don't give you SO MUCH MORE treasure that you're too rich for him to manage the game. If the DM feels like the game is spiraling out of control, you're going to have bigger problems than "how much extra should I be able to get by running a magic shop?" Good luck working this all out with your DM :) Do you know if he uses any hobby-related websites like enworld? [/QUOTE]
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