Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Selling items : illogical rule ?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="King-Panda" data-source="post: 4334550" data-attributes="member: 32115"><p>Since at least 3E, D&D's economy has been haywire. I really wish they could have made it more robust, but it didn't happen, so no big deal. I'm a big boy, I'll get over it. Here's how I plan on explaining the 100%/20% rule, at least until my players leave the material plane.</p><p></p><p> Everyone who deals in magical items knows that when disenchanted, they return only 20% of their residuum. The other 80% is lost in the process of making the item. The economy in my game is going to assume the market for magic items hasn't changed much in the past few decades, simply to keep the 100%/20% rule plausible.</p><p> A merchant selling a specific magical item finds a buyer about 20% of the time, for a myriad of reasons I won't bother to write out in detail. These merchants don't mind too much, seeing as how they charge 5 times as much (market price) to make up for the loss. The majority of their profit comes from disenchanting those 4 other items they don't sell for residuum.</p><p></p><p>Now, I'd like to change this, (mostly because it's retarded) but I'm not going to. The economy is set up to keep player wealth in line with their level, and if I start changing stuff around, I'm going to have to **** with their treasure gain to keep it all balanced (why bother when wizards went to such great lengths making loot so simple to track now?). I plan on telling my players this if they ask why they can't get a better deal on their unused items. I doubt they will want to trade a loss of loot for more gold, so I'm not too worried (may not be true in your group, be warned).</p><p></p><p>I'm not sure how I'm going to explain this economy when they start traveling to other planes, where magical items and the creatures who wield them are going to be much more common. Maybe I will end up changing the system then. I guess my point is, for those of you who see this system as totally bonkers, I agree. But it's made to revolve around the player wealth:level ratio, and if you want to screw with it, realize you're gonna have to change a whole pile of other crap too just to keep the players in check.</p></blockquote><p></p>
[QUOTE="King-Panda, post: 4334550, member: 32115"] Since at least 3E, D&D's economy has been haywire. I really wish they could have made it more robust, but it didn't happen, so no big deal. I'm a big boy, I'll get over it. Here's how I plan on explaining the 100%/20% rule, at least until my players leave the material plane. Everyone who deals in magical items knows that when disenchanted, they return only 20% of their residuum. The other 80% is lost in the process of making the item. The economy in my game is going to assume the market for magic items hasn't changed much in the past few decades, simply to keep the 100%/20% rule plausible. A merchant selling a specific magical item finds a buyer about 20% of the time, for a myriad of reasons I won't bother to write out in detail. These merchants don't mind too much, seeing as how they charge 5 times as much (market price) to make up for the loss. The majority of their profit comes from disenchanting those 4 other items they don't sell for residuum. Now, I'd like to change this, (mostly because it's retarded) but I'm not going to. The economy is set up to keep player wealth in line with their level, and if I start changing stuff around, I'm going to have to **** with their treasure gain to keep it all balanced (why bother when wizards went to such great lengths making loot so simple to track now?). I plan on telling my players this if they ask why they can't get a better deal on their unused items. I doubt they will want to trade a loss of loot for more gold, so I'm not too worried (may not be true in your group, be warned). I'm not sure how I'm going to explain this economy when they start traveling to other planes, where magical items and the creatures who wield them are going to be much more common. Maybe I will end up changing the system then. I guess my point is, for those of you who see this system as totally bonkers, I agree. But it's made to revolve around the player wealth:level ratio, and if you want to screw with it, realize you're gonna have to change a whole pile of other crap too just to keep the players in check. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Selling items : illogical rule ?
Top