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Selling loot for half price - why?
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<blockquote data-quote="Mark Hope" data-source="post: 3451810" data-attributes="member: 27051"><p>According to the PHB, when characters sell their loot, they only get half the market price for it. Yet when they buy new gear, they pay full price. Why does this discrepancy exist?</p><p></p><p>I've been mulling it over, and I can't find a solid reason why this should be the case (well, not one that I agree with at any rate).</p><p></p><p>A few thoughts:</p><p></p><p>It has been said that NPCs won't buy used gear at full price. I agree that some discount on the price of used gear makes sense. I just have trouble swallowing the idea that it must be a full 50% every time. Conversely, why are PCs expected to pay full price every time? Are we to believe that each and every item that a PC buys is brand, spanking new?</p><p></p><p>If characters in my game want to sell items that they have found, and only get half price for them, that is going to mess with the wealth levels in the group. I'm not a huge stickler for such things, but it helps to keep a handle on PC power. If I give out appropriately-valued treasure that (for whatever reason) the PCs don't want and then sell, their wealth levels have now suddenly dropped for no good reason.</p><p></p><p>I agree that the rule helps to prevent adventuring from becoming a business of buying and selling. But there are better ways to reach the same result without artificially crippling the PCs' selling power.</p><p></p><p>In many cases, I want to be able to give the PCs loot <em>specifically</em> with the intention that they sell it for its proper value. Suppose a PC wants to make a particular type of customised magic item. Rather than have just that precise kind of item coincidentally fall into their lap next adventure, I'd prefer to allow them to accumulate loot, sell it, and use the funds to make it on their own (keeping in mind, of course, that they don't need to pay full price when crafting items and balancing the loot value accordingly) or get a friendly NPC to make it for them (and so have them pay something more like the full market value).</p><p></p><p>Of course, as DM I can have the NPCs pay whatever I want them to pay for items, which is exactly what I do. So there isn't really any problem as far as my games are concerned. I'm just wondering what other DMs (and players) make of this half-price rule.</p><p></p><p>Thoughts, anyone?</p></blockquote><p></p>
[QUOTE="Mark Hope, post: 3451810, member: 27051"] According to the PHB, when characters sell their loot, they only get half the market price for it. Yet when they buy new gear, they pay full price. Why does this discrepancy exist? I've been mulling it over, and I can't find a solid reason why this should be the case (well, not one that I agree with at any rate). A few thoughts: It has been said that NPCs won't buy used gear at full price. I agree that some discount on the price of used gear makes sense. I just have trouble swallowing the idea that it must be a full 50% every time. Conversely, why are PCs expected to pay full price every time? Are we to believe that each and every item that a PC buys is brand, spanking new? If characters in my game want to sell items that they have found, and only get half price for them, that is going to mess with the wealth levels in the group. I'm not a huge stickler for such things, but it helps to keep a handle on PC power. If I give out appropriately-valued treasure that (for whatever reason) the PCs don't want and then sell, their wealth levels have now suddenly dropped for no good reason. I agree that the rule helps to prevent adventuring from becoming a business of buying and selling. But there are better ways to reach the same result without artificially crippling the PCs' selling power. In many cases, I want to be able to give the PCs loot [i]specifically[/i] with the intention that they sell it for its proper value. Suppose a PC wants to make a particular type of customised magic item. Rather than have just that precise kind of item coincidentally fall into their lap next adventure, I'd prefer to allow them to accumulate loot, sell it, and use the funds to make it on their own (keeping in mind, of course, that they don't need to pay full price when crafting items and balancing the loot value accordingly) or get a friendly NPC to make it for them (and so have them pay something more like the full market value). Of course, as DM I can have the NPCs pay whatever I want them to pay for items, which is exactly what I do. So there isn't really any problem as far as my games are concerned. I'm just wondering what other DMs (and players) make of this half-price rule. Thoughts, anyone? [/QUOTE]
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Selling loot for half price - why?
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