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Selling items : illogical rule ?
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<blockquote data-quote="darkrose50" data-source="post: 4333145" data-attributes="member: 70793"><p>How absurd of you. </p><p></p><p>Here is the first definition for supply and demand I found on Google, and it seems just fine.</p><p></p><p>“The economic theory of market value where price is determined by the interaction of sellers and buyers to reach an equilibrium price which both are willing to accept.”</p><p></p><p></p><p>Item X has a value listed in the book as being 100% of its cost to craft, and then goes on to say that you can only sell X for ONLY 20% of its cost to craft.</p><p></p><p>This is supply and demand how now? It is you, that do not seem to understand supply and demand.</p><p></p><p></p><p></p><p>The cost of an item is made up of supply and demand. The exception to the rule would be what I term the “marble jewel incrusted toilet” effect. Some items cost more to make than they have a demand for.</p><p></p><p>Everything, it would seem, has the “marble jewel incrusted toilet” effect in D&D. It should be the exception to the rule, rather than the rule.</p><p></p><p>And this is stupid.</p><p></p><p></p><p></p><p>Do enlighten me. The demand part of the demand for X comes from people who demand said item? Wow.</p><p></p><p></p><p></p><p>Give me an example where you can not buy item X for 20% of its value, must pay 100% of the value for item X, and can not sell item X for anything but 20% of its value. </p><p></p><p></p><p></p><p>I think it is preposterous to conclude that adventures are economic imbeciles unable to sell an item for anything other than 20% of the cost required to make it. </p><p>I think it is preposterous to conclude that only adventures would want magical items. </p><p>I think it is preposterous to conclude that adventures don’t know other adventures, or how to locate them. </p><p>I think it is preposterous to conclude that adventures cant hire an agent, got to an auction house, or use there intellect to find a buyer.</p><p></p><p></p><p></p><p>Say what? </p><p></p><p>The first definition for feudalism I googled says</p><p></p><p>“Tiered class system of medieval Europe in which land owned by someone of higher status was lived on and worked by someone of lower status in return for loyal service. The monarch was at the top of the pyramid, the peasants at the bottom. Feudalism began on the Continent as far back as the 8th century as a means of ensuring protection for powerful rulers against other powerful rulers. During the Middle Ages, certain provinces or countries recognised other kings as their feudal overlords.”</p><p></p><p>Sounds like a wealth system to me. Who the heck owns land that is worked by others that is not wealthy. The rule, not the exception to the rule is that the folks on top have the wealth.</p><p></p><p></p><p></p><p>Selling an item may take time. But it is an option to take that time. I would think a roll every time period would be fair. Modified by the seller in question, his skill, and feats.</p><p></p><p>I still do not think that selling magical armor, weaponry, or health fortifying items would be hard in a feudalistic economy.</p></blockquote><p></p>
[QUOTE="darkrose50, post: 4333145, member: 70793"] How absurd of you. Here is the first definition for supply and demand I found on Google, and it seems just fine. “The economic theory of market value where price is determined by the interaction of sellers and buyers to reach an equilibrium price which both are willing to accept.” Item X has a value listed in the book as being 100% of its cost to craft, and then goes on to say that you can only sell X for ONLY 20% of its cost to craft. This is supply and demand how now? It is you, that do not seem to understand supply and demand. The cost of an item is made up of supply and demand. The exception to the rule would be what I term the “marble jewel incrusted toilet” effect. Some items cost more to make than they have a demand for. Everything, it would seem, has the “marble jewel incrusted toilet” effect in D&D. It should be the exception to the rule, rather than the rule. And this is stupid. Do enlighten me. The demand part of the demand for X comes from people who demand said item? Wow. Give me an example where you can not buy item X for 20% of its value, must pay 100% of the value for item X, and can not sell item X for anything but 20% of its value. I think it is preposterous to conclude that adventures are economic imbeciles unable to sell an item for anything other than 20% of the cost required to make it. I think it is preposterous to conclude that only adventures would want magical items. I think it is preposterous to conclude that adventures don’t know other adventures, or how to locate them. I think it is preposterous to conclude that adventures cant hire an agent, got to an auction house, or use there intellect to find a buyer. Say what? The first definition for feudalism I googled says “Tiered class system of medieval Europe in which land owned by someone of higher status was lived on and worked by someone of lower status in return for loyal service. The monarch was at the top of the pyramid, the peasants at the bottom. Feudalism began on the Continent as far back as the 8th century as a means of ensuring protection for powerful rulers against other powerful rulers. During the Middle Ages, certain provinces or countries recognised other kings as their feudal overlords.” Sounds like a wealth system to me. Who the heck owns land that is worked by others that is not wealthy. The rule, not the exception to the rule is that the folks on top have the wealth. Selling an item may take time. But it is an option to take that time. I would think a roll every time period would be fair. Modified by the seller in question, his skill, and feats. I still do not think that selling magical armor, weaponry, or health fortifying items would be hard in a feudalistic economy. [/QUOTE]
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