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Selling items : illogical rule ?
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<blockquote data-quote="bardolph" data-source="post: 4332088" data-attributes="member: 2304"><p>It works for WoW. Why shouldn't it work for D&D? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I think these rules assume that the PCs are in the adventuring business and not the merchant business. The PCs simply don't have time to study markets and find appropriate buyers for their stuff, but virtually anyone with enough cash on hand will buy something for 20% of its retail value.</p><p></p><p>From a game mechanics perspective, I assume the rules are written this way to avoid abuse by players. They represent a worst-case baseline for the PCs, and are supposed to represent GAME economy instead of WORLD economy. For the GAME economy to work, you need to be able to bleed off their cash (by making them pay retail price for everything), while at the same time restricting their out-of-adventure income (by making them sell at 20%).</p><p></p><p>If you as a DM want to run a market simulation, then obviously you're going to have to houserule a few things to make it work. If the PCs have viable buyers, and can find markets for their things (this should require a few Streetwise checks at minimum), then go ahead and bump up the resale value of their things to something better than 20%. For magic items, you can allow the PCs to shave off some of the production cost (again, they will have to find markets first). Even then, you will need to set limits: eventually, markets will either saturate (for selling) or dry up (for buying).</p><p></p><p>Keep in mind, though, that PCs are going to get filthy rich if you allow them, and you will have to reduce the treasure haul of your adventures to compensate.</p><p></p><p>That said, I like the rules as written. They encourage players to stick to their <em>adventuring</em> career, and not to become after-market merchants instead. It's better for the rules to be too stingy and rely on DMs to house-rule them up, than for the rules to be too generous, and force DMs to house-rule them down.</p></blockquote><p></p>
[QUOTE="bardolph, post: 4332088, member: 2304"] It works for WoW. Why shouldn't it work for D&D? :D I think these rules assume that the PCs are in the adventuring business and not the merchant business. The PCs simply don't have time to study markets and find appropriate buyers for their stuff, but virtually anyone with enough cash on hand will buy something for 20% of its retail value. From a game mechanics perspective, I assume the rules are written this way to avoid abuse by players. They represent a worst-case baseline for the PCs, and are supposed to represent GAME economy instead of WORLD economy. For the GAME economy to work, you need to be able to bleed off their cash (by making them pay retail price for everything), while at the same time restricting their out-of-adventure income (by making them sell at 20%). If you as a DM want to run a market simulation, then obviously you're going to have to houserule a few things to make it work. If the PCs have viable buyers, and can find markets for their things (this should require a few Streetwise checks at minimum), then go ahead and bump up the resale value of their things to something better than 20%. For magic items, you can allow the PCs to shave off some of the production cost (again, they will have to find markets first). Even then, you will need to set limits: eventually, markets will either saturate (for selling) or dry up (for buying). Keep in mind, though, that PCs are going to get filthy rich if you allow them, and you will have to reduce the treasure haul of your adventures to compensate. That said, I like the rules as written. They encourage players to stick to their [i]adventuring[/i] career, and not to become after-market merchants instead. It's better for the rules to be too stingy and rely on DMs to house-rule them up, than for the rules to be too generous, and force DMs to house-rule them down. [/QUOTE]
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Selling items : illogical rule ?
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