Ambrus said:I agree. There are some new optional rules for allowing a successful Diplomacy check to modify the price of purchased items by -10% (can't recall what the DC is though). I think a similar rule should be allowed to increase the asking price of an item being sold by +10%. In fact I find the 50% rule to be a bit oversimplistic. It doesn't take into account reputation, negotiating skill or connections. What I mean is, a successful gather information check could help a PC find an interested buyer for his item. Knowledge (local) could likewise help in knowing who best to approach with some unusual items. Diplomacy is of course the best skill to represent bartering. I would think that a successful DC 20, DC 30, DC 40 or DC 50 Diplomacy check should allow a PC to cut a better deal than a measly 50%. Still trying to figure out the best mechanic though.
Patryn of Elvenshae said:Except, of course, that it doesn't make any sense* that the PCs can't find a minor magic weapon to save their lives, but the enemy is always equipped with the latest in magical and masterwork doodads.
* -- Excepting, of course, corner cases like Midnight ...
moritheil said:In nearly every case, the villan has been preparing for a confrontation (though not specifically with them) for longer than they've been of an adequate level to challenge the villan. It is therefore logical for the villan to be better prepared, as he has had access to that level of resources for a longer time.
Patryn of Elvenshae said:I'll buy that rationale for one particular villain and his group - but for every villainous group the PC encounters? Nah, I don't think so ...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.