The_lone_gunman
First Post
Well here is how I do it:
No roleplay, 50% cost. You take the 50% hit in value to account for automatic purchasing ability. Just because an item is magical doesnt mean there will be a demand for it. Some items, like potions, scrolls, and low level "utility" items sell pretty well, and I usually up the selling value a bit, but it usually isnt an issue because most PC's are buying those instead. Thus you sell it for 50% but are guarenteed a buyer.
If the PC's have a particularly valuable item, then they may wish to roleplay it out. For good roleplaying and dice rolls, you can get 75-90% of value out of the item. In fact, some folks may pay more than 100% of the value if it is a particularly rare or usefull one. However, if they choose to roleplay, they then have to deal with:
1) finding a buyer
2) dealing with possible thieves and such
3) must have a decent cha/diplomacy (which a lot of PC's seem to neglect. Real hard to get a good deal with a 7 CHA
).
4) Supply/Demand (if the red wizard enclave down the street will make the same thing for a cheaper price, then it will be tough to sell
I think the 50% rule, while maybe not logical from a modern economics standpoint, makes sense within the context of D&D economics.
Of course all this can change if you give out very little magic. It all depends on availability. If you are following standard 3rd edition NPC and monster items/gold/treasure rules, you will find your PC's will be rich fast if you let them sell all their items at or near base cost.
TLG
No roleplay, 50% cost. You take the 50% hit in value to account for automatic purchasing ability. Just because an item is magical doesnt mean there will be a demand for it. Some items, like potions, scrolls, and low level "utility" items sell pretty well, and I usually up the selling value a bit, but it usually isnt an issue because most PC's are buying those instead. Thus you sell it for 50% but are guarenteed a buyer.
If the PC's have a particularly valuable item, then they may wish to roleplay it out. For good roleplaying and dice rolls, you can get 75-90% of value out of the item. In fact, some folks may pay more than 100% of the value if it is a particularly rare or usefull one. However, if they choose to roleplay, they then have to deal with:
1) finding a buyer
2) dealing with possible thieves and such
3) must have a decent cha/diplomacy (which a lot of PC's seem to neglect. Real hard to get a good deal with a 7 CHA

4) Supply/Demand (if the red wizard enclave down the street will make the same thing for a cheaper price, then it will be tough to sell

I think the 50% rule, while maybe not logical from a modern economics standpoint, makes sense within the context of D&D economics.
Of course all this can change if you give out very little magic. It all depends on availability. If you are following standard 3rd edition NPC and monster items/gold/treasure rules, you will find your PC's will be rich fast if you let them sell all their items at or near base cost.
TLG