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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Selling Magic Items
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="Spatzimaus" data-source="post: 457752" data-attributes="member: 3051"><p>This whole discussion is going to end up being a "here's how we do it in my campaign..." thread, so let's simplify it now.</p><p></p><p>There are two basic extremes, and parts of your campaign will fall somewhere in between.</p><p></p><p>1> HIGH-DEMAND: Hordes of adventurers are desperate for decent magical items, and by "decent" I mean the stuff the local hedge wizard can't whip up in his spare time.</p><p>If you find a +3 sword, it should be REALLY easy to sell it for close to market value, since you'll be selling directly to the people who want it (no middleman). To save time, I might get a local merchant to sell the item on commission, but I'll still get most of the value since he knows he'll be able to move it. Commission is small (10%) since he's not having to store or advertise much.</p><p>For this sort of thing, the system I mentioned, or njrpg's one (nice idea, BTW), work just fine. You get most of the value, selling more or less directly to the person who wants the item.</p><p></p><p>2> HIGH-SUPPLY: An army of wizards cranks out so many of the things that you can pretty much find whatever you want whenever you need it. </p><p>In this sort of environment, my chances of a quick sale are practically nil. Anyone who wants an item has probably already bought one or has had a more suitable item custom-made. It might take months to sell a valuable item, in which time you compete with others to sell similar items, so the "pawn shop" effect comes into play; you're just paying someone to get rid of it for you.</p><p>Here, I could easily see the flat 50% coming into play; mages who sell "used" items are looking to recover their material costs, not make a profit. Store owners have to cover the cost of all the items they just can't seem to move.</p><p></p><p>IMC we're closer to the first. An organized craft/psion/sorcerer guild has a virtual lock on high-end magical item production in the region, and they use market pressures to keep the supply just enough to meet demand. But, your mileage may vary.</p><p></p><p>Depending on local population, economy, politics, the whims of the DM, etc, you'll end up sliding between these two. It should also depend on the item; a straight +5 longsword will usually be easier to sell than a +1 Goblinbane Ranseur of Wounding, even though they both have the same price.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 457752, member: 3051"] This whole discussion is going to end up being a "here's how we do it in my campaign..." thread, so let's simplify it now. There are two basic extremes, and parts of your campaign will fall somewhere in between. 1> HIGH-DEMAND: Hordes of adventurers are desperate for decent magical items, and by "decent" I mean the stuff the local hedge wizard can't whip up in his spare time. If you find a +3 sword, it should be REALLY easy to sell it for close to market value, since you'll be selling directly to the people who want it (no middleman). To save time, I might get a local merchant to sell the item on commission, but I'll still get most of the value since he knows he'll be able to move it. Commission is small (10%) since he's not having to store or advertise much. For this sort of thing, the system I mentioned, or njrpg's one (nice idea, BTW), work just fine. You get most of the value, selling more or less directly to the person who wants the item. 2> HIGH-SUPPLY: An army of wizards cranks out so many of the things that you can pretty much find whatever you want whenever you need it. In this sort of environment, my chances of a quick sale are practically nil. Anyone who wants an item has probably already bought one or has had a more suitable item custom-made. It might take months to sell a valuable item, in which time you compete with others to sell similar items, so the "pawn shop" effect comes into play; you're just paying someone to get rid of it for you. Here, I could easily see the flat 50% coming into play; mages who sell "used" items are looking to recover their material costs, not make a profit. Store owners have to cover the cost of all the items they just can't seem to move. IMC we're closer to the first. An organized craft/psion/sorcerer guild has a virtual lock on high-end magical item production in the region, and they use market pressures to keep the supply just enough to meet demand. But, your mileage may vary. Depending on local population, economy, politics, the whims of the DM, etc, you'll end up sliding between these two. It should also depend on the item; a straight +5 longsword will usually be easier to sell than a +1 Goblinbane Ranseur of Wounding, even though they both have the same price. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Selling Magic Items
Top