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General Tabletop Discussion
*Pathfinder & Starfinder
Selling magical items
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<blockquote data-quote="Ferghis" data-source="post: 6036791" data-attributes="member: 40483"><p>When figuring price, this is only part of the equation. Finding a buyer willing to pay full price for a magic item is the other part. And getting there is a lot of work, the work of merchants, who deserve part of the sale price as their profit. After all, in most settings it matters little whether the item was slightly used. A fully charged wand of magic missiles has the same impact whether it was made yesterday or in another era (in fact, the older wand might have some more value derived from its provenance and connections with historic figures or events). </p><p></p><p>The merchant, who would function as an intermediary for this kind of transaction, provides a well-known and trustworthy business in which to purchase such items. S/he can hold on to an item for years, waiting for a customer who would pay full-price. After all, not everyone has the funds to make such a purchase. And a merchant would only do something like this if s/he could turn a considerable profit on it. Therefore, if you want to sell the thing quickly, you sell it at a fraction of its market value (today, this might be called wholesale value), and that purchaser hopes to sell it at market value.</p><p></p><p>This is a legitimate argument: player choices should have consequences. Perhaps figure out a monthly income you are comfortable providing him with. This would simulate the weeks of downtime in which the character makes magic items, and the merchant would come to pick them up once a month (or so) and distribute them to his shops. If you later think that the character is making too much money, announce that the merchant didn't show up and he has five weeks of accumulated inventory. The player might get the idea, and take a break, or investigate, turning it into an adventure.</p><p></p><p>I have to highlight that its odd that a player would want to engage in this kind of "farming." Ask him if that's really what s/he wants his character to do: be an item factory.</p><p></p><p>I suggest requiring special components for powerful items. Also, discussing with the player what item combinations are desired will give you an idea of what to plan for. If the item is powerful but reasonable, go ahead and offer the special component casually. If the request is unreasonable, just make the special component harder to find, for the time being.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6036791, member: 40483"] When figuring price, this is only part of the equation. Finding a buyer willing to pay full price for a magic item is the other part. And getting there is a lot of work, the work of merchants, who deserve part of the sale price as their profit. After all, in most settings it matters little whether the item was slightly used. A fully charged wand of magic missiles has the same impact whether it was made yesterday or in another era (in fact, the older wand might have some more value derived from its provenance and connections with historic figures or events). The merchant, who would function as an intermediary for this kind of transaction, provides a well-known and trustworthy business in which to purchase such items. S/he can hold on to an item for years, waiting for a customer who would pay full-price. After all, not everyone has the funds to make such a purchase. And a merchant would only do something like this if s/he could turn a considerable profit on it. Therefore, if you want to sell the thing quickly, you sell it at a fraction of its market value (today, this might be called wholesale value), and that purchaser hopes to sell it at market value. This is a legitimate argument: player choices should have consequences. Perhaps figure out a monthly income you are comfortable providing him with. This would simulate the weeks of downtime in which the character makes magic items, and the merchant would come to pick them up once a month (or so) and distribute them to his shops. If you later think that the character is making too much money, announce that the merchant didn't show up and he has five weeks of accumulated inventory. The player might get the idea, and take a break, or investigate, turning it into an adventure. I have to highlight that its odd that a player would want to engage in this kind of "farming." Ask him if that's really what s/he wants his character to do: be an item factory. I suggest requiring special components for powerful items. Also, discussing with the player what item combinations are desired will give you an idea of what to plan for. If the item is powerful but reasonable, go ahead and offer the special component casually. If the request is unreasonable, just make the special component harder to find, for the time being. [/QUOTE]
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