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<blockquote data-quote="abirdcall" data-source="post: 7327676" data-attributes="member: 6748898"><p>You should read my post again.</p><p></p><p>I didn't say it was impossible to sell the Mona Lisa. I said it is silly to think that there should be a listed MSRP of the Mona Lisa.</p><p></p><p>Also there are art objects that are not allowed to be sold. These are typically ones that have been stolen at some point in time. It is entirely reasonable that if the PCs try to sell their items at an auction house the local ruler may step in and lay claim to the items as they were pilfered from their lands. PCs can't just go poking around in tombs for treasure then selling what they find openly.</p><p></p><p></p><p></p><p>They are not obliged to write the exact rules that you want. There are plenty of games out there, if the 5e rules don't cover the sorts of things you want in a fantasy game you should play one of them. 3.x comes to mind here.</p><p></p><p>The books don't have infinite pages. They have decided on a default way to handle magic items. They wrote a small blurb with optional suggestions about how to go about buying and selling them. They decided not to spend more page space on it. You aren't entitled to more magic item rules just because you bought the book. If it was a deal breaker on the edition you should have done more research.</p><p></p><p>Have you seen XgtE? They have downtime rules that address magic item buying and selling that I like. It takes one workweek to go about finding some for sale. An ability check is made to see what tables to roll on. Then the price is rolled for each one. Personally I think the GP value is a little on the low side, mostly for the uncommon items but it is easy enough to tweak. There is a complications table to represent the risks involved.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7327676, member: 6748898"] You should read my post again. I didn't say it was impossible to sell the Mona Lisa. I said it is silly to think that there should be a listed MSRP of the Mona Lisa. Also there are art objects that are not allowed to be sold. These are typically ones that have been stolen at some point in time. It is entirely reasonable that if the PCs try to sell their items at an auction house the local ruler may step in and lay claim to the items as they were pilfered from their lands. PCs can't just go poking around in tombs for treasure then selling what they find openly. They are not obliged to write the exact rules that you want. There are plenty of games out there, if the 5e rules don't cover the sorts of things you want in a fantasy game you should play one of them. 3.x comes to mind here. The books don't have infinite pages. They have decided on a default way to handle magic items. They wrote a small blurb with optional suggestions about how to go about buying and selling them. They decided not to spend more page space on it. You aren't entitled to more magic item rules just because you bought the book. If it was a deal breaker on the edition you should have done more research. Have you seen XgtE? They have downtime rules that address magic item buying and selling that I like. It takes one workweek to go about finding some for sale. An ability check is made to see what tables to roll on. Then the price is rolled for each one. Personally I think the GP value is a little on the low side, mostly for the uncommon items but it is easy enough to tweak. There is a complications table to represent the risks involved. [/QUOTE]
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