Selling items : illogical rule ?

elmuthalleth

First Post
The PHB says that you can sell a mundane or magical item at a flat rate of 1/5 of total price .

It seems a illogical rule .

More , the PHB says that you can sell rituals at half price , and that making magic objects costs equal the market price .
If you make a +1 sword that costs you 1000 gp , you can sell it at 1000 gp . It's an anti-market rule .

There is some logical explanation to this ?
 

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PC classes are now rare .. just about everyone you meet is going to be built as a "monster."
So ... the demand for adventurer's gear is so low that it's the only price you can get?

But the rule of capitalism applies .. if you can find someone who will pay your price (whatever it is), then that's what your item is actually worth.

Me .. I'm hoping they will allow trading between PCs in Living Forgotten Realms.
 

Actually, it's worse than that... If you make a magic item at "market price", you sell it at 1/5 "market price"... in other words, you lose money by investing the time to make something...

Personally, I dislike the whole system of losing money when you sell items. They've made so many things more flexible, even allowing retraining every level, but for some reason, you get a permanent wealth decrease when you sell something. It is *never* worth selling something that has any value at all to you. Also, you effectively lose wealth as time goes on, because you sell your previous items because they are redundant (don't need a +2 magic weapon when I have a +3 and am only wielding one). Any character who manages to get magic items that they do not sell, and continue to gain use out of, has effectively raised their wealth relative to others. Most likely by a very significant amount, too.
 
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Think of selling items back as taking them to a pawn shop... Your going to get ripped...

You know, you could alway set up your own shop and sell the magic items for retail price...
 

vagabonvoid said:
Think of selling items back as taking them to a pawn shop... Your going to get ripped...

You know, you could alway set up your own shop and sell the magic items for retail price...

Okay, assuming you could do that, you make them at retail price, too... how is that fair?
 

I'm pretty sure there have been extensive threads arguing the horror/ sensiblity of the 1/5 rule. Honestly, I see it as at least plausible. Though I'd also consider allowing a character use Streetwise (black or grey market ties) or Diplomacy to try to get a bit more for an item, depending on what they are selling, where they're at, etc. Maybe have them not be able to sell it all if they flub the skill check big time.

Remember, at least in theory, the DM should be trying to get you some of the stuff you'd like to have for your character in addition to loot. I think their attempt was to limit the "superblinged out hobo" effect that plagued 3e. Maybe it'll work, maybe it won't. But the limited useage of item abilities by level would seem to make too much bling less desireable than before. Maybe players will start investing money in other things like castles, ships, favors, bribes, lands, and er . . .entertainment-- I wouldn't see that as a bad thing at all.
 

Obviously it is possible to sell a magic item at it's market price. That's what you have to BUY it for.

But not being a merchant with a store, you only get 1/5. The game reason for this is that your cash flow is mostly based on actual cash, magic items are meant to be used or put into rituals as risiduum.
 

Players are supposed to go on adventures, not set up shops and test the verisimilitude of the campaign world's market economy.
 

Mort_Q said:
Players are supposed to go on adventures, not set up shops and test the verisimilitude of the campaign world's market economy.

Players are supposed to have fun. A good system will have at least a little flexibility in how people can have fun playing it.
 

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