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Mark CMG

Creative Mountain Games
Do retail and resale markets fluctuate in your game world or are prices, including resale prices, done by the book?
 
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By the book. 50% when you want to sell, with the possibility for variance with a good Diplomacy roll (i.e., haggling).

Any more than that is a level of complexity I would probably consider un-fun.
 

Mark CMG said:
Do retail and resale markets fuctuate in your game world or are prices, including resale prices, done by the book?

Every week, I'm looking for an opportunity to fuctuate my players.

Royally fuctuated.
 


Typically by-the-book mainly because there are often a lot of items and we dont want to take the time to haggle with each merchant. However, exceptions do occur. When the players have done an exceptional task for a merchant or highly placed official they might recieve a letter that lets them sell stuff for 75% with the local merchant's guild. Occasionally items have a value beyond their obvious worth as collectors items and the PCs can get list price or better for them. When buying PCs often get somekind of discount when working with a temple, guild, etc for mundance items and low level potions and scrolls. Recently a PC asked an artificer of a relgious order about making a +1 Fiend's Bane Long Sword and given the nature of the order, the PCs relation to them, and the circumstances he was able to commision it at only slightly more than production cost. These, however, are rare exceptions.
 
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By the book. Anything else would be too complicated.

Though, I can see extenuating circumstances affecting the prices of some goods.
 

The folks at my table are players, not day-traders. If it is not particularly relevant to the setting or plot, I'm not going to worry that much over the costs.
 

Mark CMG said:
Do retail and resale markets fluctuate in your game world or are prices, including resale prices, done by the book?

In theory, they do fluctuate, in practice, they do not and everything is by the book. I would like to include scarcity and such to pricing, however, that would first depend on making a map of natural resources, mercantile centers, and trade routes. Then coming up with a method for determining pricing in the web of trade routes so that things close to manufacture are cheaper and thos farther away are more costly. Then factor in guilds, taxes, laws, and other artificial pricing methods. Then figure out if things would be on the black market or smuggled and how such would be found and bought. All in all, a lot of work that I'd like to do but probably never will get around to doing.

However, for all the beef that D&D gets for its economics, i must say that it pays attention to it and tries more than any modern game I've ever seen (except for perhaps Traveller, which has reduced everything to random die rolls with a few modifiers).
 

Prices occasionally fluctuate, though I don't have any firm rules. A border town may place a premium on weapons, the opening of a new emerald mine may reduce the price for gems and related jewelry, etc. Some shops may specialize in certain items and offer a discount on that type of item. Most of this is done off the cuff and recorded, but the default remains "by the book".
 

the pcs know when things in the market are in demand. they keep an ear to the street for rumors.

haven't had money changers yet in game. but then the pcs haven't left their home county much.
 

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