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Unearthed Arcana Explores Downtime Activities
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<blockquote data-quote="doctorbadwolf" data-source="post: 7713385" data-attributes="member: 6704184"><p>Eh, the buying and selling rules are a good start, at least. </p><p></p><p>Definately going to take a hatchet to the time and cost of crafting, and some parts of the buying and selling. </p><p></p><p>I'll be using the "Sane Magic Item Prices" instead of the listed cost-by-rarity </p><p></p><p>ditching the cost to find someone who will sell the thing completely, outside of very rare stuff, in which case it's basically a broker fee</p><p></p><p>Ignoring the complications for crafting, most of the time. Maybe all the time. </p><p></p><p>Ignoring complications for buying and selling anything more common than "rare", with scaling likelihood of complication by rarity from there up. </p><p></p><p>Many items will be available for commission or in shops in major cities. </p><p></p><p>Negotiating selling price applies to buying and selling, and is basically a skill challenge. Each check can either raise or lower the cost from a baseline of the base/market cost, with modifiers as appropriate for setting and circumstance. I'll work out a chart, probably, to help determine starting costs for an item in a given region and time. </p><p></p><p>*Crafting an item costs no more than 90% of the market price of the item. Some items it's much less, and profit is entirely possible. My games also feature much less treasure, and the need to engage in trade to turn treasure into money, and features a lot more intangible rewards like contacts, favors, etc. </p><p></p><p>Since my players rarely make characters who adventure primarily for treasure, this has never lead to less adventure. It does lead to varied adventuring input from player characters, and thus more varied adventure types. *</p><p></p><p> Use the research activity to get to find out info about the market for different things. Becoming a successful merchant isn't easy, or fast, or simple, but it is possible and rewarding. </p><p></p><p>I do like that buying and selling magic items is like buying and selling art, but I also want more nuance in the numbers part of it, and I want them to recognize that at some tables we don't assume that the ability to craft cool magic stuff is exceedingly rare, and/or a lost art from bygone eras.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7713385, member: 6704184"] Eh, the buying and selling rules are a good start, at least. Definately going to take a hatchet to the time and cost of crafting, and some parts of the buying and selling. I'll be using the "Sane Magic Item Prices" instead of the listed cost-by-rarity ditching the cost to find someone who will sell the thing completely, outside of very rare stuff, in which case it's basically a broker fee Ignoring the complications for crafting, most of the time. Maybe all the time. Ignoring complications for buying and selling anything more common than "rare", with scaling likelihood of complication by rarity from there up. Many items will be available for commission or in shops in major cities. Negotiating selling price applies to buying and selling, and is basically a skill challenge. Each check can either raise or lower the cost from a baseline of the base/market cost, with modifiers as appropriate for setting and circumstance. I'll work out a chart, probably, to help determine starting costs for an item in a given region and time. *Crafting an item costs no more than 90% of the market price of the item. Some items it's much less, and profit is entirely possible. My games also feature much less treasure, and the need to engage in trade to turn treasure into money, and features a lot more intangible rewards like contacts, favors, etc. Since my players rarely make characters who adventure primarily for treasure, this has never lead to less adventure. It does lead to varied adventuring input from player characters, and thus more varied adventure types. * Use the research activity to get to find out info about the market for different things. Becoming a successful merchant isn't easy, or fast, or simple, but it is possible and rewarding. I do like that buying and selling magic items is like buying and selling art, but I also want more nuance in the numbers part of it, and I want them to recognize that at some tables we don't assume that the ability to craft cool magic stuff is exceedingly rare, and/or a lost art from bygone eras. [/QUOTE]
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