Selling Used Items

Between sessions is great -- except there's always at least one player that "doesn't have the time". Meaning we have to do at least some of it during the game session. Grr.

So really, the 3.5e "option" of having fixed prices and exchange rates is a nice fall-back.
 

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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.

I agree. Most especially because the character I'm currently playing has a diplomacy bonus of +31 (17th level, so good but not uberfocused).

Of course, that campaign already is using some rules to help buy and sell. Unfortunatly they're based on ranks in the skill, and not on total bonus to the skill. Rat bastard not letting synergy matter!
 

In my current campaign the city state the PCs live in has a monopoly on buying magical goods, it is illegal to trade in magical items over a certain price within the city. When the PCs come into town, they can have their magical items identified and a price offered to them for just about anything they wish to sell, at 50% of its price. This allows PCs to quickly sell loot for gold quickly and efficiently. These items bought by the government are then used to fund the state (for example outfitting soldiers with magical weapons and armor).

Alternately, the PCs don't have to sell items there, and are given certain venues for trading in magical items illegaly within the city. There's one person who illegaly identifies items for adventurers (even this is controlled heavily by the state), and a few groups including the halfling mafia is willing to buy magical items for a bit more than 50% price. This way when the PCs really want the extra money they can risk it and get a bit more, but they have to be careful not to draw attention to themselves when they do so.
 


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.

IMC, I find that the 50% sale rate still grants very nice cash flow to the PCs. Of course, I DM a game with something like 10 PCs, so your results may vary. If the PCs are falling down in wealth, it may be time for them to fight some brigands that incidentally pop up to fight them as they travel somewhere. Large numbers of opponents with decent gear can be an acceptable encounter level while serving to boost party wealth more than exp, thus evening out the wealth-exp ratio.

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 ...
 

In this one game, the local magic school usually has it where we can buy stuff at full price, sell at half price or trade at 75% of full value.
 

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.

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 ...
 

I use 50% sales price most of the time. If an NPC commissions an item from the players they pay full price. This happens increasingly with fame. My reasoning for selling items at 1/2 price is based on demand. How many people actually need the obscure item the players found, and have the cash to pay for it? If you sell to a arms-merchant they want to make a profit, like a pawn shop. As the items he buys may sit for long periods before selling. If they go to an arms-merchant he may have a few random items, which the players could buy at a reduced price, likely 80% of value.

There are exceptions, at the end of the current adventure the players will find a +2 shortsword. The captain of the guard (in homebase small town) wields paired shortswords.
he doesn't have enough cash to buy it, but a local cleric owes him a + 1 enchantment, which he will transfer to the players, he can pay 1k in coins and will also offer one of his +1 swords, or to owe the players a few thousand, or a favor.
 

Well, as a general rule, the PCs level faster than villans (or perhaps that's simply how I've always done it.) This is what enables them to realize they can't tackle something, go on another, different sidequest, and come back when better leveled to finish the job.

Now, if the PCs are usually leveling faster than villans, it stands to reason that the villans have been at the higher levels for longer . . . unless time works differently in your campaigns.

I mean, to turn the logic around, what would happen if villans almost always leveled faster than PCs? Dang, well, they'd better win ALL their fights and stop ALL the villans, or pretty soon the lowly magician that they failed to stop as level 1 chars will be an archmage just as they hit midlevels, and an epic lich before they get past level 11!

In short, that results in a continuity where they can never, ever make up for their mistakes and atone for past failures by taking care of the problem. That in turn generally results in frustrated players.

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 ...
 
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