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<blockquote data-quote="radmod" data-source="post: 5321857" data-attributes="member: 93008"><p>I'm sure you're aware that p. 137 of the DMG addresses some of this. (I love the example of the the party depleting a town's cash reserves by selling 5 gems!)</p><p>Historically, metal pieces were valued by weight and then, later, also by purity. D&D gets rid of this with the simple expedient of a 1 to 1 ratio. Also, though, it was quite common for merchants to do large transactions with gems. That has becoming pretty common in D&D since it is a lot of weight carrying around various pieces (I think it used to be 10/20 pieces to a pound, but, IIRC, it's now 50 to a lb.)</p><p></p><p></p><p>I'd be a bit leery of this. Merchant classes tend to think more of their bottom line than about anything else. Thus one could almost always find someone willing to buy or sell anything that gives them a profit.</p><p></p><p></p><p>I'm not sure of this. Historically, merchants appraised items on their own, basing things on the material, where it was manufactured, etc. Just because so-and-so guild says it's okay may not mean anything to an individual merchant. Additionally, where guilds did exist, there was often competition among guilds and merchants about the quality of the merchandise. Some merchants simply would not do business if the merchandise was not approved by their 'pet' guild so as not to annoy that guild.</p><p></p><p></p><p>Sounds like "ye olde magic shoppe." I think this might be an unnecessary complication.</p><p></p><p>Overall, I applaud your efforts. Yes, it may require some book-keeping but you sound like the type who can handle it. Your players, though, may be reticent to follow your ideas ("who cares about buying/selling, I just wanna kill!"). Yet, at the same time, this adds a role-playing aspect and everyone always complains about the lack of role-playing. Just don't let yourself get bogged down in it. Unless you have a group who doesn't mind haggling over items, you'll likely have people complaining.</p><p></p><p>Good luck!</p><p></p><p>Any thoughts?</p></blockquote><p>[/QUOTE]</p>
[QUOTE="radmod, post: 5321857, member: 93008"] I'm sure you're aware that p. 137 of the DMG addresses some of this. (I love the example of the the party depleting a town's cash reserves by selling 5 gems!) Historically, metal pieces were valued by weight and then, later, also by purity. D&D gets rid of this with the simple expedient of a 1 to 1 ratio. Also, though, it was quite common for merchants to do large transactions with gems. That has becoming pretty common in D&D since it is a lot of weight carrying around various pieces (I think it used to be 10/20 pieces to a pound, but, IIRC, it's now 50 to a lb.) I'd be a bit leery of this. Merchant classes tend to think more of their bottom line than about anything else. Thus one could almost always find someone willing to buy or sell anything that gives them a profit. I'm not sure of this. Historically, merchants appraised items on their own, basing things on the material, where it was manufactured, etc. Just because so-and-so guild says it's okay may not mean anything to an individual merchant. Additionally, where guilds did exist, there was often competition among guilds and merchants about the quality of the merchandise. Some merchants simply would not do business if the merchandise was not approved by their 'pet' guild so as not to annoy that guild. Sounds like "ye olde magic shoppe." I think this might be an unnecessary complication. Overall, I applaud your efforts. Yes, it may require some book-keeping but you sound like the type who can handle it. Your players, though, may be reticent to follow your ideas ("who cares about buying/selling, I just wanna kill!"). Yet, at the same time, this adds a role-playing aspect and everyone always complains about the lack of role-playing. Just don't let yourself get bogged down in it. Unless you have a group who doesn't mind haggling over items, you'll likely have people complaining. Good luck! Any thoughts?[/QUOTE] [/QUOTE]
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