How much is that item worth?


Rules Questions


When PCs sell items, how much trade in value should they receive for mundane items? Magic ones?


Frost King wrote:
When PCs sell items, how much trade in value should they receive for mundane items? Magic ones?

We usually do 50%.


Default in the rules is 50%.

In my group we have the capability to expand upon that via ranks in Profession:Merchant. We can also sell items at full value by owning/running a shop. Quantity sold per week is based on a profession check. All house rules.

Liberty's Edge

Default in the rules is 50%.

While this seemed very low to me at first, it seems very high to me now, especially for expensive magic items. In a low-magic game, magic items may well be priceless, and they'd be worth trading for similar items or for political favors.


It could be pretty cool to have the appraise skill weigh into this. You could have the base selling value be 30% or something, and then you'd add the result of your appraise check onto that, so if you got a 25 on your appraise check you'd get 55%.


Ellington wrote:
It could be pretty cool to have the appraise skill weigh into this. You could have the base selling value be 30% or something, and then you'd add the result of your appraise check onto that, so if you got a 25 on your appraise check you'd get 55%.

I don't see how an appraise check would raise the value that you could get an NPC to give you... I could walk into a jewelry store and appraise a necklace made of plated gold to be a 24k solid gold necklace, that doesn't mean that they'll believe me or buy it at that price.

I would think that you could use a Bluff check to convince a merchant that the item is worth more, but that still wouldn't make him buy it. You would then have to use an Intimidate check to force him into it. Or...just use Profession:Merchant checks for haggling skills. ;-)


Lyrax wrote:

Default in the rules is 50%.

While this seemed very low to me at first, it seems very high to me now, especially for expensive magic items. In a low-magic game, magic items may well be priceless, and they'd be worth trading for similar items or for political favors.

This a good point to expound.

In any environment, rarity should be reflected in the prices. In a low-magic a +1 longword could worth many times its book value. In a high magic world they may be worth little more than a masterwork sword.

Other things should influence the value of an item. Unusual or exotic weapons or mis-sized armor would be worth less because there is little market for them.

This also depends on how much time, effort, and role-play your party wishes to devote to haggling over prices. The 50% rule works out to an average. Some items would undoubtedly sell for more, some for less. I usually just have the characters sell off-screen for 50% and not worry about it.

Of course, selling some items can turn into adventures all their own. What happens when the party tries to sell that +5 unholy elf-slaying sword in the Woodland Kingdoms....


Some call me Tim wrote:
What happens when the party tries to sell that +5 unholy elf-slaying sword in the Woodland Kingdoms....

When I GM, I find it particularly amusing to use Unholy weapons, wands of Protection from Good, etc. against the PCs.


Axl wrote:
Some call me Tim wrote:
What happens when the party tries to sell that +5 unholy elf-slaying sword in the Woodland Kingdoms....
When I GM, I find it particularly amusing to use Unholy weapons, wands of Protection from Good, etc. against the PCs.

I usually say that the Powers of Good will offer a reward equal to the sell price of the item in cases like this.

And, as I said in another thread, I go with 50% sale, but often let them spend some time looking to trade items at a better rate of exchange... For instance, if your party finds a Small Shortsword +2 that noone wants or can use, there may be a halfling who got a Longsword +1, Shocking that he wants to trade.

Grand Lodge

I like to have a very dynamic economy based on circumstances. In the current campaign I'm running the first town they went to had been cut off from all trade for almost a year, the city was under constant attack from outside sources. The average sales value in this town was very low, except for food, which was in short supply. The town was pretty well armed, except for ammuntion type weapons that also sold for a normal price.

The next city they went too was a major metropolis. There was only one weaponsmith, who was a cocky master crafter. He would only buy weapons made by others for 20% value, and was near impossible to barter with. There were street vendors who would buy weapons for more, but they didn't have the capitol to buy magical weapons, so either they had to sell them for less, or try and hold onto them for the entire adventure path.

The next city was preparing for war, so weapons were selling for the standard 50% or more for weapons that were desired by the locals, but also cost more to buy(115%). Healing items were also through the roof, but this also caused a decrease on prices for non-war related items. There was also a tribal village that would trade certain items for valuables, which added another dimension to the economy. The gems and such were very valuable, though still less so than the weapons in their current economy, so did they trade for something that, while worth more overall, they would have to hold onto for several levels?

I also like to randomly add in a caravan that has a variety of loot, money and prices. I never allow everything to be available at any one place. I also use cha. skills to allow certain members to have barter better. I love the idea that someone had to use the merchant profession and think I will add that in my next campaign.

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