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<blockquote data-quote="Ridley's Cohort" data-source="post: 459499" data-attributes="member: 545"><p>In the real world many of those unique items of art never sell. That is not 50%. That is 0%. But I digress.</p><p></p><p>I have no problem with PCs who make the appropriate social skill rolls and patiently wait months and months for the right buyer sometimes getting near full price. Or more if their luck is especially good.</p><p></p><p>In actual game play 50% is a good deal. If you are an adventurer who has a spare +1 sword, 1000 gp now is much better than 1500-1800 gp three to six months away. Cash now can save your life. A potion of flying and a potion of cure moderate wounds in your pocket is much cheaper than paying for the Raise Dead.</p><p></p><p>NPC guild wizards make money off their items because they sit still and build connections. And they are patient. Waiting three to six months for their payoff is not big deal to them. They will probably get 80%-100% of full price depending of whether there are middlemen involved.</p><p></p><p>The book rules actually make sense.</p><p></p><p>PHB, page 96:</p><p><strong>SELLING LOOT</strong></p><p><em>In general, you can sell something for half its listed price. Characters who want to upgrade to better armor or weaponry, for example, can sell their old equipment for half price.</em></p><p><em> Commodities are the exception to the half-price rule. A commodity, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. What, flour, cloth, and valuable metals are commodities, and merchants often trade in them directly with using currency (see Table 7-3: Trade Goods).</em></p><p></p><p>The trade goods listed on 7-3 are: chicken, cinnamon, coppet, cow, dog, flour, ginger, pepper, goat, gold, iron, linen, ox, pig, saffron, cloves, salt, sheep, silk, silver, tea leaves, tobacco, wheat. Magic items are not listed in table 7-3. Therefore we must logically assume they follow the general rule for equipment: half price.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 459499, member: 545"] In the real world many of those unique items of art never sell. That is not 50%. That is 0%. But I digress. I have no problem with PCs who make the appropriate social skill rolls and patiently wait months and months for the right buyer sometimes getting near full price. Or more if their luck is especially good. In actual game play 50% is a good deal. If you are an adventurer who has a spare +1 sword, 1000 gp now is much better than 1500-1800 gp three to six months away. Cash now can save your life. A potion of flying and a potion of cure moderate wounds in your pocket is much cheaper than paying for the Raise Dead. NPC guild wizards make money off their items because they sit still and build connections. And they are patient. Waiting three to six months for their payoff is not big deal to them. They will probably get 80%-100% of full price depending of whether there are middlemen involved. The book rules actually make sense. PHB, page 96: [b]SELLING LOOT[/b] [i]In general, you can sell something for half its listed price. Characters who want to upgrade to better armor or weaponry, for example, can sell their old equipment for half price. Commodities are the exception to the half-price rule. A commodity, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. What, flour, cloth, and valuable metals are commodities, and merchants often trade in them directly with using currency (see Table 7-3: Trade Goods).[/i] The trade goods listed on 7-3 are: chicken, cinnamon, coppet, cow, dog, flour, ginger, pepper, goat, gold, iron, linen, ox, pig, saffron, cloves, salt, sheep, silk, silver, tea leaves, tobacco, wheat. Magic items are not listed in table 7-3. Therefore we must logically assume they follow the general rule for equipment: half price. [/QUOTE]
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