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Standard DM behavior?
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<blockquote data-quote="S'mon" data-source="post: 4951422" data-attributes="member: 463"><p>DMG pg 155 "The Magic Item Economy"</p><p></p><p><em>Characters can use the monetary treasure they</em></p><p><em>find, as well as the gold from selling items, to acquire</em></p><p><em>new magic items. They can’t make items above their</em></p><p><em>level, and can’t often afford items more than a few</em></p><p><em>levels above theirs. It’s to their benefit to use the</em></p><p><em>Enchant Magic Item ritual for items of their level</em></p><p><em>or lower, rather than buying these items from merchants,</em></p><p><em>agents, or fences, <strong>because of the 10–40 percent</strong></em></p><p><em><strong>markup over items’ value that these sellers charge</strong>.</em></p><p><em>When they want items above their levels, they have to</em></p><p><em>go to merchants.</em></p><p><em>The game still works if you decide that magic items</em></p><p><em>can’t be bought and sold in your world. Characters</em></p><p><em>can rely entirely on rituals to duplicate the economy</em></p><p><em>of buying and selling without money changing hands.</em></p><p><em>The residuum they collect from disenchanting items</em></p><p><em>provides the expensive ritual components they need</em></p><p><em>for the enchanting ritual. <strong>If you want characters to rely</strong></em></p><p><em><strong>entirely on these rituals, remove the cost to perform</strong></em></p><p><em><strong>the Disenchant Magic Item ritual</strong>, making it just as</em></p><p><em>efficient as selling.</em></p><p><em>On the flip side, you can drive the characters to</em></p><p><em>markets instead of rituals by altering the prices they</em></p><p><em>pay for magic items. You<strong> can remove the random</strong></em></p><p><em><strong>markup</strong>, or even alter it to allow the possibility of finding</em></p><p><em>items for sale below normal price. For example,</em></p><p><em>roll 1d6 as usual, but a 1 means the item is available</em></p><p><em>for 10 percent below the base price, a 2 means it’s</em></p><p><em>available for the base price, and 3–6 means a 10 percent</em></p><p><em>to 40 percent markup. Items are readily available,</em></p><p><em>and sometimes characters can get a good deal.</em></p><p></p><p>So 10-40% is the standard rule, while no item purchase or purchase without markup are optional rules.</p></blockquote><p></p>
[QUOTE="S'mon, post: 4951422, member: 463"] DMG pg 155 "The Magic Item Economy" [I]Characters can use the monetary treasure they find, as well as the gold from selling items, to acquire new magic items. They can’t make items above their level, and can’t often afford items more than a few levels above theirs. It’s to their benefit to use the Enchant Magic Item ritual for items of their level or lower, rather than buying these items from merchants, agents, or fences, [B]because of the 10–40 percent markup over items’ value that these sellers charge[/B]. When they want items above their levels, they have to go to merchants. The game still works if you decide that magic items can’t be bought and sold in your world. Characters can rely entirely on rituals to duplicate the economy of buying and selling without money changing hands. The residuum they collect from disenchanting items provides the expensive ritual components they need for the enchanting ritual. [B]If you want characters to rely entirely on these rituals, remove the cost to perform the Disenchant Magic Item ritual[/B], making it just as efficient as selling. On the flip side, you can drive the characters to markets instead of rituals by altering the prices they pay for magic items. You[B] can remove the random markup[/B], or even alter it to allow the possibility of finding items for sale below normal price. For example, roll 1d6 as usual, but a 1 means the item is available for 10 percent below the base price, a 2 means it’s available for the base price, and 3–6 means a 10 percent to 40 percent markup. Items are readily available, and sometimes characters can get a good deal.[/I] So 10-40% is the standard rule, while no item purchase or purchase without markup are optional rules. [/QUOTE]
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