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<blockquote data-quote="Herpes Cineplex" data-source="post: 1713795" data-attributes="member: 16936"><p>In our games, magic items are basically always made on commission; rather than have stores which buy and sell items, it's always a process of looking for a wizard or a temple that'll be willing to take money (market price or higher, depending on the setting and the city) in exchange for making an item. Usually this involves a little roleplay during the hunting-down-a-crafter and negotiating-a-price phase.</p><p></p><p>But on the other hand, we abstract the process of selling items to the point where it's all handled entirely "off-camera"; basically, whoever's keeping the list of the swag we've picked up runs through it with the GM to see what we can get for it, and no one cares (or even asks!) who exactly we're selling it to. I guess that shows where our priorities are: magic items we want to own are worth spending time getting, while items we don't particularly want or need just need to be cashed out as quickly as possible. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (Some day I might indulge a rat-bastardy whim and build a plot entirely around an unwanted magic item being sold by the PCs to exactly the wrong person.)</p><p></p><p></p><p>One thing our group does which I think is kind of unusual, from what I've read here anyway, is totally ignore the rules saying that magic items sell for half their market value or less. Since our settings don't have stores with magic items sitting on the shelves, we generally let characters sell magic stuff for nearly full market value (or just flat market value if we're feeling lazy). </p><p></p><p>The alternative seems to be trying to come up with some reason why PCs never seem to find these amazing bargain-basement prices for magic items. I mean, why is it that my PC is never the guy who finds someone looking to unload an item for half of what it's worth? And yet every NPC who's out there buying magic items seems to always be getting a 50% discount from me! One of them should put together an infomercial to tell me how I, too, can acquire magical assets for a fraction of their actual value, and use it as my stepping stone to staggering wealth. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I joke a little bit, but it <em>is</em> a totally bizarre rule if your setting doesn't have Ye Olde Magic Item Shoppe on the corner. I can believe the "previously owned" markdown if we're talking about a merchant buying new stock for his store, because he wants to turn a profit. But if there's no middleman, there's no need for a markdown: magic items don't wear out (usually), so the +1 Barbecue Fork of Flipping you buy from an adventurer who pulled it out of Trogdor's hoard is every bit as good as the +1 BFoF you'd commission from the local Temple of the Grilling God, right? So if you found an adventurer who's willing to sell such a mighty cooking implement, why wouldn't he charge the actual market value for it?</p><p></p><p></p><p>Ignoring that rule works in our games mostly because our GMs are never at a loss for ways to get PCs to spend their money and there's usually a markup on specially-crafted items anyway, so the extra cash made from selling items tends to get bled off easily. Plus, having nearly all purchased magic items require finding someone who'd be willing to craft it just for you gives the GM a lot of control over whether a PC can even get a particular item or not, making the "oh no, you have too much money!" problem a non-issue. It doesn't matter whether you have 100gp or 10000gp if the item's not for sale in the first place, right? Possibly in other groups or in other setting types, this wouldn't work so well, but we're happy with it.</p><p></p><p>--</p><p>plus, we all kinda think that magic item shops are a dumb idea</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1713795, member: 16936"] In our games, magic items are basically always made on commission; rather than have stores which buy and sell items, it's always a process of looking for a wizard or a temple that'll be willing to take money (market price or higher, depending on the setting and the city) in exchange for making an item. Usually this involves a little roleplay during the hunting-down-a-crafter and negotiating-a-price phase. But on the other hand, we abstract the process of selling items to the point where it's all handled entirely "off-camera"; basically, whoever's keeping the list of the swag we've picked up runs through it with the GM to see what we can get for it, and no one cares (or even asks!) who exactly we're selling it to. I guess that shows where our priorities are: magic items we want to own are worth spending time getting, while items we don't particularly want or need just need to be cashed out as quickly as possible. ;) (Some day I might indulge a rat-bastardy whim and build a plot entirely around an unwanted magic item being sold by the PCs to exactly the wrong person.) One thing our group does which I think is kind of unusual, from what I've read here anyway, is totally ignore the rules saying that magic items sell for half their market value or less. Since our settings don't have stores with magic items sitting on the shelves, we generally let characters sell magic stuff for nearly full market value (or just flat market value if we're feeling lazy). The alternative seems to be trying to come up with some reason why PCs never seem to find these amazing bargain-basement prices for magic items. I mean, why is it that my PC is never the guy who finds someone looking to unload an item for half of what it's worth? And yet every NPC who's out there buying magic items seems to always be getting a 50% discount from me! One of them should put together an infomercial to tell me how I, too, can acquire magical assets for a fraction of their actual value, and use it as my stepping stone to staggering wealth. :D I joke a little bit, but it [i]is[/i] a totally bizarre rule if your setting doesn't have Ye Olde Magic Item Shoppe on the corner. I can believe the "previously owned" markdown if we're talking about a merchant buying new stock for his store, because he wants to turn a profit. But if there's no middleman, there's no need for a markdown: magic items don't wear out (usually), so the +1 Barbecue Fork of Flipping you buy from an adventurer who pulled it out of Trogdor's hoard is every bit as good as the +1 BFoF you'd commission from the local Temple of the Grilling God, right? So if you found an adventurer who's willing to sell such a mighty cooking implement, why wouldn't he charge the actual market value for it? Ignoring that rule works in our games mostly because our GMs are never at a loss for ways to get PCs to spend their money and there's usually a markup on specially-crafted items anyway, so the extra cash made from selling items tends to get bled off easily. Plus, having nearly all purchased magic items require finding someone who'd be willing to craft it just for you gives the GM a lot of control over whether a PC can even get a particular item or not, making the "oh no, you have too much money!" problem a non-issue. It doesn't matter whether you have 100gp or 10000gp if the item's not for sale in the first place, right? Possibly in other groups or in other setting types, this wouldn't work so well, but we're happy with it. -- plus, we all kinda think that magic item shops are a dumb idea ryan [/QUOTE]
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