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*TTRPGs General
Selling loot for half price - why?
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<blockquote data-quote="Lanefan" data-source="post: 3454548" data-attributes="member: 29398"><p>This doesn't parse to me; it's not clear whether a found item in treasury is worth full value or half value. Your first line says "full", but "optimization with Found Items will always be at half..." contradicts this.</p><p></p><p>The question remains, how to avoid the following nightmare: (items values pulled out of a hat)</p><p></p><p>Party divide treasury so everyone gets equal value assuming equal participation. A 4-member party comes in from the field with 5,000 cash (assume comprised of actual cash and returns from selling jewelry, etc.) and 2 magic items: a longsword and a nice suit of plate armour.</p><p></p><p>Let's say the sword is worth 2,000 to buy and 1,000 to sell, while the armour is worth 8,000 to buy and 4,000 to sell.</p><p></p><p>If you claim at high value but sell at low, your total treasury could be any of:</p><p></p><p>5,000 + 1,000 + 4,000 = 10,000 (nobody claims anything)</p><p>5,000 + 2,000 + 4,000 = 11,000 (sword claimed, armour not)</p><p>5,000 + 1,000 + 8,000 = 14,000 (armour claimed, sword not)</p><p>5,000 + 2,000 + 8,000 = 15,000 (both items claimed)</p><p></p><p>An individual's share can very here from 2,500 to 3,666 depending what's claimed. Keep in mind this is a very simple example; now expand this to a party of 9 (not all of whom were around for the whole adventure) and a list of 30 magic items of varying value...see the headaches rolling in over the horizon? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This leads inevitably to situations where a character doesn't know whether she can afford to claim something until she knows what others are claiming, and requires constant recalculation every time someone claims something...meaning treasury division takes ages! It was playing in this system for years that made me put my foot down in my games and arbitrarily declare magic items had a single value.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3454548, member: 29398"] This doesn't parse to me; it's not clear whether a found item in treasury is worth full value or half value. Your first line says "full", but "optimization with Found Items will always be at half..." contradicts this. The question remains, how to avoid the following nightmare: (items values pulled out of a hat) Party divide treasury so everyone gets equal value assuming equal participation. A 4-member party comes in from the field with 5,000 cash (assume comprised of actual cash and returns from selling jewelry, etc.) and 2 magic items: a longsword and a nice suit of plate armour. Let's say the sword is worth 2,000 to buy and 1,000 to sell, while the armour is worth 8,000 to buy and 4,000 to sell. If you claim at high value but sell at low, your total treasury could be any of: 5,000 + 1,000 + 4,000 = 10,000 (nobody claims anything) 5,000 + 2,000 + 4,000 = 11,000 (sword claimed, armour not) 5,000 + 1,000 + 8,000 = 14,000 (armour claimed, sword not) 5,000 + 2,000 + 8,000 = 15,000 (both items claimed) An individual's share can very here from 2,500 to 3,666 depending what's claimed. Keep in mind this is a very simple example; now expand this to a party of 9 (not all of whom were around for the whole adventure) and a list of 30 magic items of varying value...see the headaches rolling in over the horizon? :) This leads inevitably to situations where a character doesn't know whether she can afford to claim something until she knows what others are claiming, and requires constant recalculation every time someone claims something...meaning treasury division takes ages! It was playing in this system for years that made me put my foot down in my games and arbitrarily declare magic items had a single value. Lanefan [/QUOTE]
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Selling loot for half price - why?
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