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<blockquote data-quote="NotAYakk" data-source="post: 8253145" data-attributes="member: 72555"><p>No, as a scavenger, you generally can't get 15 gp for a longsword.</p><p></p><p>You could set up a longsword store snd wait a few months for buyers to come by.</p><p></p><p>You could go to a longsword shop and try to sell yours, but they won't buy them for 15 gp; they intend to sell them for 15 gp, and buying them for the ssme price is dumb. </p><p></p><p>If you find a place desperate for longswords, maybe you get 15 gp; heck, maybe you get 30 or 40.</p><p></p><p>The guy in the basement? He isn't selling his spells when he wants to. He is selling them when a customer arrives.</p><p></p><p>If that guy does have a system to sell spells on demand, he has a business that lines up clients. Those clients are going to be curated, there is going to be sales help, etc. It will be a business, and it will involve spending money to make money. At the limit, finding the buyer of the last spell slot/day can cost 1 gp less than they charge for it.</p><p></p><p>The rules describe what a PC adventuring type can find for sale and what they oay for it. Using those rules as how much they can make by selling the same goods and services is stupid and simplistic and unrealistic.</p><p></p><p>Realistic rules result in boredom and more accounting than I prefer. Story first ideas work. Naive rules to quickly clear loot is ok (you sell the weapons for 1/4 face value). If it scales, more effort has to go into it.</p><p></p><p>And part of it is what kind of story the DM and otber players want to tell. Is it about an adventure, or a business wizard who adventures in the side?</p><p></p><p>The rules state what you can spend gold on, they don't state you can gain the same gold by doing the opposite. No more than you can pick up an angel's sword and do 2d12+4d8 damage. It isn't realistic, it generates warped incentives, and it isn't what those rules are for. I mean, commoner railgun, economic version.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8253145, member: 72555"] No, as a scavenger, you generally can't get 15 gp for a longsword. You could set up a longsword store snd wait a few months for buyers to come by. You could go to a longsword shop and try to sell yours, but they won't buy them for 15 gp; they intend to sell them for 15 gp, and buying them for the ssme price is dumb. If you find a place desperate for longswords, maybe you get 15 gp; heck, maybe you get 30 or 40. The guy in the basement? He isn't selling his spells when he wants to. He is selling them when a customer arrives. If that guy does have a system to sell spells on demand, he has a business that lines up clients. Those clients are going to be curated, there is going to be sales help, etc. It will be a business, and it will involve spending money to make money. At the limit, finding the buyer of the last spell slot/day can cost 1 gp less than they charge for it. The rules describe what a PC adventuring type can find for sale and what they oay for it. Using those rules as how much they can make by selling the same goods and services is stupid and simplistic and unrealistic. Realistic rules result in boredom and more accounting than I prefer. Story first ideas work. Naive rules to quickly clear loot is ok (you sell the weapons for 1/4 face value). If it scales, more effort has to go into it. And part of it is what kind of story the DM and otber players want to tell. Is it about an adventure, or a business wizard who adventures in the side? The rules state what you can spend gold on, they don't state you can gain the same gold by doing the opposite. No more than you can pick up an angel's sword and do 2d12+4d8 damage. It isn't realistic, it generates warped incentives, and it isn't what those rules are for. I mean, commoner railgun, economic version. [/QUOTE]
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