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General Tabletop Discussion
*Pathfinder & Starfinder
Selling items : illogical rule ?
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<blockquote data-quote="Kraydak" data-source="post: 4333721" data-attributes="member: 12306"><p>A low-percentage of the population market, WHEN TOTALLED OVER THE ENTIRE WORLD, give you are really, really big market.</p><p></p><p></p><p></p><p>Two comments:</p><p>(1) the people who buy magic items are precisely the same, shifty, homeless, adventurers who sell them.</p><p>(2) magic item ID is easy. Like, really really easy. You don't need to sweat the whole reputation thing.</p><p></p><p></p><p></p><p>RL body armor degrades over time. RL body armor quality won't be immediately determinable (defects in ceramic plates, unless they are catastrophic, will take intense, and possible destructive, testing to find). In 4e, magic items are fully IDable in 5 minutes and don't degrade. Those *would* be valid points *if* 4e had cursed items/expensive magic item identification.</p><p></p><p></p><p></p><p>Again, once you SUM OVER THE ENTIRE WORLD, someone is going to be selling the item you want (and buying the item you want to sell). You might by lazy and use a broker, but the extremely rapid turn-around will drop to achievable profit margin the broker can charge. Remember, we aren't *actually* in an MMORPG. Your character (probably, setting dependent I suppose) won't respawn on death, and will probably value staying alive over a few extra days at the market (unlike an MMORPG character, who NEVER risks permanent death or item loss).</p><p></p><p></p><p></p><p>Again, the market is huge. It *would* be diffuse (and effectively small) if travel wasn't easy. Travel is, however easy. At high enough level that a single world doesn't support a full market, you can go to the City of Bronze and visit markets that serve the ENTIRE MULTIVERSE.</p><p></p><p>Extreme mobility (an adventurer staple, boosted absurdly in 4e) means that a theoretically small market (adventurers trading magic items) becomes a huge market.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4333721, member: 12306"] A low-percentage of the population market, WHEN TOTALLED OVER THE ENTIRE WORLD, give you are really, really big market. Two comments: (1) the people who buy magic items are precisely the same, shifty, homeless, adventurers who sell them. (2) magic item ID is easy. Like, really really easy. You don't need to sweat the whole reputation thing. RL body armor degrades over time. RL body armor quality won't be immediately determinable (defects in ceramic plates, unless they are catastrophic, will take intense, and possible destructive, testing to find). In 4e, magic items are fully IDable in 5 minutes and don't degrade. Those *would* be valid points *if* 4e had cursed items/expensive magic item identification. Again, once you SUM OVER THE ENTIRE WORLD, someone is going to be selling the item you want (and buying the item you want to sell). You might by lazy and use a broker, but the extremely rapid turn-around will drop to achievable profit margin the broker can charge. Remember, we aren't *actually* in an MMORPG. Your character (probably, setting dependent I suppose) won't respawn on death, and will probably value staying alive over a few extra days at the market (unlike an MMORPG character, who NEVER risks permanent death or item loss). Again, the market is huge. It *would* be diffuse (and effectively small) if travel wasn't easy. Travel is, however easy. At high enough level that a single world doesn't support a full market, you can go to the City of Bronze and visit markets that serve the ENTIRE MULTIVERSE. Extreme mobility (an adventurer staple, boosted absurdly in 4e) means that a theoretically small market (adventurers trading magic items) becomes a huge market. [/QUOTE]
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