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General Tabletop Discussion
*Pathfinder & Starfinder
Value of captured loot, esp. magic items
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<blockquote data-quote="The_lone_gunman" data-source="post: 410466" data-attributes="member: 1143"><p>Well here is how I do it:</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>1) finding a buyer</p><p>2) dealing with possible thieves and such</p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ).</p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I think the 50% rule, while maybe not logical from a modern economics standpoint, makes sense within the context of D&D economics. </p><p></p><p>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.</p><p></p><p>TLG</p></blockquote><p></p>
[QUOTE="The_lone_gunman, post: 410466, member: 1143"] 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 [/QUOTE]
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Value of captured loot, esp. magic items
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