| Ismodai |
hi i was wondering what do ppl do with hard to sell/use treasure, specially smaller/bigger weapons n armor, there is no rule or spell that alouds you to change sizes so basically you gotta find a crazy buyer that might want that weird thingie you just looted
e.g a ton of ogre hooks +1 ;)
how do you solve this?
| Lurk3r |
-Black market
-Sell to weapon shop in nonhuman-friendly area
-Sell for scrap
-Use SHRINK ITEM, which is the spell you were looking for to shrink it. If it was more valuable than an ogre hook +1, you could make it permanent. As it stands, you can make it smaller daily and use it or sell it to someone you don't like and wait for it to revert. Then laugh.
-Take levels in Titan Mauler and then cry because Titan Mauler can't actually use oversized weapons, despite that being the archetype's 'thing'.
-Take a level of Sorcerer to cast Enlarge Person- now YOU are an ogre!
| Dumb Paladin |
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Nobody wants to buy them, that's fine. Remind the GM that they really can't be considered treasure if the items are unusable AND can't be turned into gold. They might as well just be left on the side of the road somewhere as junk.
Sometimes GMs get strange ideas & need to be reminded that the character wealth chart is there for a reason, and refusing to allow characters to sell items they find for money is really just the GM deciding for you what magic items YOUR character will own ...
| Jeraa |
Put in a magic ritual/spell that disintegrates a magic item, turning it into a highly magical dust that can be used as a component in making/upgrading other magic items. The amount of magic dust made is the same as the gold value you would of got from selling the item. So a +1 sword can be sold for 1000 gold, or disenchanted into 1,000 gold of magical enchanting dust. Basically turning unwanted magic items into wanted items/upgrades via item creation.
Make the dust necessary for any form of magic item creation, and let it be able to replace expensive material components for spells. An Animate Dead spell requires a 25gp onyx gem, or 25gp of special magic dust.
| Dragonsong |
Put in a magic ritual/spell that disintegrates a magic item, turning it into a highly magical dust that can be used as a component in making/upgrading other magic items. The amount of magic dust made is the same as the gold value you would of got from selling the item. So a +1 sword can be sold for 1000 gold, or disenchanted into 1,000 gold of magical enchanting dust. Basically turning unwanted magic items into wanted items/upgrades via item creation.
Make the dust necessary for any form of magic item creation, and let it be able to replace expensive material components for spells. An Animate Dead spell requires a 25gp onyx gem, or 25gp of special magic dust.
Don't get me wrong it was one of the best ideas 4ed ever had was to grab the MMO break down magic items thing. My silly question is where did the first dust come from to make the first items :)?
However the magic dust/ residuum/ coalesced mana/ whatever it is called is one of the best ways of dealing with the clumsiness of the extant economy 1 oz of dust = 1000 GP of magic item creation raw materials. Or as a high end currency of the wealthy as 1 lb = 16000 GP (Adventurers, nobles, governments, etc)
| Jeraa |
Don't get me wrong it was one of the best ideas 4ed ever had was to grab the MMO break down magic items thing. My silly question is where did the first dust come from to make the first items :)?
Hmm... hadn't really thought about that. Could be:
1) Special crystals can form in certain (rare) magic-rich environments. These crystals can be crushed and processed into magical dust. Such areas would of course be highly desirable to mages.
2)Long ago, magic was stronger and the dust was unnecessary (for some reason, magic almost always is stronger in the past). Its only more recently that the dust is required. (Could be that sometime in the past, somehow the magic crystallized, causing the level of magic to drop and forming the crystals in #1.)
3) Make a second ritual/spell that can produce magical dust. The ritual/spell conveniently requires X amount of expensive material components, X being equal to the value of dust made.
4) Gift from the gods?
Personally, I prefer #1. But then again, I like magic item creation to be harder then normal, and fewer magic items in the game.
Edit: And thank you for reminding me that 4th edition does something similar. I knew I had read about something like this, but couldn't remember where.
| Dragonsong |
Hmm... hadn't really thought about that. Could be:
1) Special crystals can form in certain (rare) magic-rich environments. These crystals can be crushed and processed into magical dust. Such areas would of course be highly desirable to mages.
2)Long ago, magic was stronger and the dust was unnecessary (for some reason, magic almost always is stronger in the past). Its only more recently that the dust is required. (Could be that sometime in the past, somehow the magic crystallized, causing the level of magic to drop and forming the crystals in #1.)
3) Make a second ritual/spell that can produce magical dust. The ritual/spell conveniently requires X amount of expensive material components, X being equal to the value of dust made.
4) Gift from the gods?
Personally, I prefer #1. But then again, I like magic item creation to be harder then normal, and fewer magic items in the game.
Edit: And thank you for reminding me that 4th edition does something similar. I knew I had read about something like this, but couldn't remember where.
I think any of those are valid answers depending on the campaign narratives you are crafting. And I do think it makes for a more coherent game, personally, to have such considerations.
It really is one of the more effective and elegant solutions to oddly sized weapons or good characters getting evil weapons and not being able to sell them for fear of eventually "rearming the enemy, and vice-versa of course."
| Blueluck |
Nobody wants to buy them, that's fine. Remind the GM that they really can't be considered treasure...
This!
It's a good idea to keep a detailed record of treasure, and easier than you might imagine. Here's how I do it.
- Record all treasure as it comes in. This relieves the GM of the responsibility.
Write it in a single place. It's OK if more than one person wants to record things, but typically one person will gravitate to this task. Use a notebook, stack of paper, Google spreadsheet, or whatever you find most convenient, so long as it's accessible to the GM and all players. (Otherwise it feels like cheating.)
I like to record everything in clumps as it comes in, with a note about how it was acquired (number and type of monsters, name of NPC, etc.) It only takes an extra few seconds, and it's proven useful on many occasions.
- During a slow moment, record the book value of each item.
- If an item is sold, record the sell value. (Zero if the item is lost or given away.)
- If an item is given to a character, record who.
- When money is dispersed to the group, record how much.
This habit has averted many arguments since I started using it. It's easy to see if one character is way ahead or way behind on loot, or to calculate the party's total loot value to compare to the acclaimed Wealth By Level.
| Dragonsong |
Related: barring house rules, is there any way to turn one magic weapon into a different kind of weapon? Greataxe +1 into greatsword +1, for example?
Add the transformative magical property form the APG it has to stay in the same category so M great axe to Mgreat sword or L long sword, is the only one I can think of. [sarcasm on] It's only a 10k flat-top so totally affordable. [sarcasm off]
Silent Saturn
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This sort of reminds me of a situation that arose in Crypt of the Everflame.
Early on, you find several dead bodies who had blunt arrows in their packs. The arrows deal nonlethal damage. The reason for this is that later in the dungeon, there's a trap that shoots these blunt arrows. The dead people you find were on their way to load it up with nonlethal ammo, because the trap is there as a test, not really trying to keep out intruders. Finding the blunt arrows is supposed to be a hint about what's to come, and why.
The point is that the PCs are expected to find the quivers of arrows, but not because they're treasure. The arrows are there because the plot calls for the arrows' owner to have them. Whether the party ranger uses them or tosses them is up to him, but the PCs won't get much trying to sell them.
I suspect the ogre hooks are a similar situation. Your DM didn't give them to the ogres because he wanted you guys to have them. Now that you've got them, great, if you can think of something creative to do with them. Maybe give them to the town guard to display as "trophies", to ward off other ogres? Nail them to the tavern wall for a really badass coathook? Maybe with the right application of Appraise and Diplomacy, you can find a buyer after all?
| Dire Mongoose |
Dire Mongoose wrote:Related: barring house rules, is there any way to turn one magic weapon into a different kind of weapon? Greataxe +1 into greatsword +1, for example?Add the transformative magical property form the APG it has to stay in the same category so M great axe to Mgreat sword or L long sword, is the only one I can think of. [sarcasm on] It's only a 10k flat-top so totally affordable. [sarcasm off]
Well, right. Sorry, I should have been clearer: something in a different size category.
| Ismodai |
we are playing in the FR, around the unnaprochable east, so the GM said that prolly the only ones that would buy that stuff are the red wizards because they usually have a large grunt that needs a weapon :P
problem is that we are like in the middle of nowhere and it seems that time is gold there (cant tell more without spoiling)