
yumad |
Specifically the whole aspect of selling at half and buying a new item at full. Doing this repeatedly will drag you behind WBL substantially, which might not be a problem in homebrew campaigns but can potentially be an issue in structured ones.
So, how do you handle this? Do you go with the PFS rules of upgrading items by paying the cost between the market value? Or do you have your players sell their gear at half and buying at full price, only allowing crafters the benefit of upgrading items?
Edit: Following WBL or at least the structured rewards from the AP is fairly important to this group so please do not reply with "Play whichever way is fun" or "WBL isn't important" and other similar responses.

thenobledrake |
Wealth by Level is an estimation of what you will have after you have sold some things at half price, bought others, and used up some expendable items - not a hard limit as to what you could ever possibly have.
That said, I have my players sell things at the price they can get - which could be as high as half (or full value in the case of art, gems, jewelry, and trade goods), if they actually have accurately appraised the things they are selling.
What they then do with the money is up to them, whether it be donating it to charity, buying a nice piece of farmland, paying for a lot of booze and "entertainment", buying or crafting gear, or literally eating it.

yumad |
Wealth by Level is an estimation of what you will have after you have sold some things at half price, bought others, and used up some expendable items - not a hard limit as to what you could ever possibly have.
That section of the gamemastery guide does not seem to be relevant as it seems to be stating that they will sell found loot for half cost, not buy an item for full price, then later sell it for half and buy a new one for full price again.

Matt Thomason |

If the characters are replacing gear so often that it is causing them to fall far behind WBL, then they're replacing gear too fast and need to consider hanging onto it a bit longer rather than constantly having to have the very best gear available. They're wasting their own loot this way and are themselves the cause of falling behind WBL. It's really no different to if they just threw all the loot in the trash.
So, you can handle this two ways:
1) Do nothing, and let them suffer the consequences of their actions. They should be learning that they're attempting to live beyond their means.
2) Feed their over-expenditure by increasing the loot available to them. Throw in some extra items they can use directly so they don't have to buy upgrades.
Personally, if after checking the loot is coming fast enough and I'm certain they're just overspending, I'm in favor of 1.

yumad |
If the characters are replacing gear so often that it is causing them to fall far behind WBL, then they're replacing gear too fast and need to consider hanging onto it a bit longer rather than constantly having to have the very best gear available. They're wasting their own loot this way and are themselves the cause of falling behind WBL. It's really no different to if they just threw all the loot in the trash.
So, you can handle this two ways:
1) Do nothing, and let them suffer the consequences of their actions. They should be learning that they're attempting to live beyond their means.
2) Feed their over-expenditure by increasing the loot available to them. Throw in some extra items they can use directly so they don't have to buy upgrades.
Personally, if after checking the loot is coming fast enough and I'm certain they're just overspending, I'm in favor of 1.
Makes me wonder why PFS provides upgrading for people who didn't pay a crafting feat tax.

Matt Thomason |

Makes me wonder why PFS provides upgrading for people who didn't pay a crafting feat tax.
It's assumed that a crafter in the group in a normal game benefits the entire group rather than just themselves.
However, in PFS you can't trade items with other players and crafting of mundane or magic items isn't allowed, so the upgrading route is the only real option.

Shifty |

Specifically the whole aspect of selling at half and buying a new item at full. Doing this repeatedly will drag you behind WBL substantially, which might not be a problem in homebrew campaigns but can potentially be an issue in structured ones.
So may I suggest that the party refrain from the practice where possible - keeping what gear they can use and only selling what they really don't want? The problem is more that your party is not adaptive, and is selling stuff (thus falling behind WBL) rather than using what is given/found.
It's a choice you are making, and the consequence of being optimal in one area (picking your loot) comes at the cost of a loss of party wealth - evertything is a trade off.
Only fair when you think about it.
Cake, or eat it.

Swift016 |

yumad wrote:
Makes me wonder why PFS provides upgrading for people who didn't pay a crafting feat tax.
It's assumed that a crafter in the group in a normal game benefits the entire group rather than just themselves.
However, in PFS you can't trade items with other players and crafting of mundane or magic items isn't allowed, so the upgrading route is the only real option.
Actually, Ultimate Campaign specifically says that crafters should only benefit themselves and their party by an additional 25% of the WBL. So if the WBL for them is 40k, the maximum benefit is either 10k for themselves, or 10k split across the party. Also, most APs don't give you the option of sitting around for three months between every dungeon.
Can you give a couple examples of these party members are selling for half and then buying for full?
Example: wanting to go from a +2 headband or belt to a +4. Do you sell the 8k item for 4k, then buy a new one at 16k?

yumad |
yumad wrote:Specifically the whole aspect of selling at half and buying a new item at full. Doing this repeatedly will drag you behind WBL substantially, which might not be a problem in homebrew campaigns but can potentially be an issue in structured ones.
So may I suggest that the party refrain from the practice where possible - keeping what gear they can use and only selling what they really don't want? The problem is more that your party is not adaptive, and is selling stuff (thus falling behind WBL) rather than using what is given/found.
It's a choice you are making, and the consequence of being optimal in one area (picking your loot) comes at the cost of a loss of party wealth - evertything is a trade off.
Only fair when you think about it.
Cake, or eat it.
Are you actually suggesting to use self-found loot in an AP? Really?
This has nothing to do with that anyway, this has to do with a party member having a piece of gear like a +1 sword and wanting to push that sword to +3.

thenobledrake |
SlimGauge wrote:If you can find an enchanter, you should be upgrading your existing +2 headband into a +4 headband by paying the difference, not by selling the +2 and buying a +4, unless of course the GM has determined that such enchanters are not hireable.So... they work for free then?
Of course they don't work for free.
You bring them the +2 headband and 12,000 gp (6,000 of which is profit for them).
That way you aren't selling the +2 headband for 2,000 gp and then buying a +4 headband for 16,000 gp and have effectively saved yourself 2,000 gp.

Claxon |

I decided to finagle WBL and players items. Items are a very real and important part of a characters power. A naked character is significantly weaker than they would otherwise be. To this end, having more or less money makes you subsequently more or less powerful. In a group dynamic, many players resent significant disparities in levels of power. So, enter the idea of "Magical Encumbrance".
All crafting is available, but please always keep your gear in line with the Magical Item Encumbrances Rules as outlined here and modified as below:
a. Non consumable magical items take 1 minute to attune to you normally before you can use them. An item can only be unbonded from you after a 1 hour ritual followed by 8 hours of rest.
b. Cursed items count against your encumbrance if they provide benefits and you ignore the penalties. Trying to find a cursed item that is useful to you but doesn’t inhibit you significantly is trying to find a way to game the system.
c. Do not figure in the base cost of non-magical weapons and armor including special materials.
d. Artifacts and Intelligent Items do count against your Magical Item Encumbrance.
e. Crafting feats do not in any way increase your Magical Encumbrance.
Thi idea was taken from the link embedded in, and then modified as I felt appropriate.
The general idea is, players can have as much wealth as they like, but their mortal frame can only support having and using so much magic at a single time. So you can give them vast riches, but only so much of it will be able to be invested into gear and combat items that eventually they'll actually do cool and interesting things like building (or buying) floating sky castles or maybe open an orphanage or any other myriad of things. Because now a player doesn't have to worry about choosing between keeping their character combat relevant and keeping them interesting. You could have PCs that hold elegant feasts to feed a whole city without worrying that they can't afford to fight the dragon next week because they had to sell all their items to feed 30,000 people.

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Shifty wrote:yumad wrote:Specifically the whole aspect of selling at half and buying a new item at full. Doing this repeatedly will drag you behind WBL substantially, which might not be a problem in homebrew campaigns but can potentially be an issue in structured ones.
So may I suggest that the party refrain from the practice where possible - keeping what gear they can use and only selling what they really don't want? The problem is more that your party is not adaptive, and is selling stuff (thus falling behind WBL) rather than using what is given/found.
It's a choice you are making, and the consequence of being optimal in one area (picking your loot) comes at the cost of a loss of party wealth - evertything is a trade off.
Only fair when you think about it.
Cake, or eat it.
Are you actually suggesting to use self-found loot in an AP? Really?
This has nothing to do with that anyway, this has to do with a party member having a piece of gear like a +1 sword and wanting to push that sword to +3.
Is your GM not allowing for upgrading magic items? RAW allows upgrading items, if your in a place where you can by say a +3 weapon you should be able to upgrade a +1 to +3.

yumad |
yumad wrote:Is your GM not allowing for upgrading magic items? RAW allows upgrading items, if your in a place where you can by say a +3 weapon you should be able to upgrade a +1 to +3.Shifty wrote:yumad wrote:Specifically the whole aspect of selling at half and buying a new item at full. Doing this repeatedly will drag you behind WBL substantially, which might not be a problem in homebrew campaigns but can potentially be an issue in structured ones.
So may I suggest that the party refrain from the practice where possible - keeping what gear they can use and only selling what they really don't want? The problem is more that your party is not adaptive, and is selling stuff (thus falling behind WBL) rather than using what is given/found.
It's a choice you are making, and the consequence of being optimal in one area (picking your loot) comes at the cost of a loss of party wealth - evertything is a trade off.
Only fair when you think about it.
Cake, or eat it.
Are you actually suggesting to use self-found loot in an AP? Really?
This has nothing to do with that anyway, this has to do with a party member having a piece of gear like a +1 sword and wanting to push that sword to +3.
No my DM specifically is allowing upgrading items, I'm just curious as to how others do it and why.
Where does it say that items can be upgraded by NPCs? The information Here is for players who take crafting feats.

BzAli |

I'll allow my players to upgrade items, but also remembers that it takes time. Basicly, they're leaving their +2 headband with an enchanter, and will return next time they're in town to pick up the +4. If they don't wont to be without headband in the time it takes to enchant it from +2 to +4, they'll have to sell their old one (at half price) and buy a new. The time spent without headband should be considered against the amount of money saved, and the players will make the choice whether it's worth it.

Shifty |

Are you actually suggesting to use self-found loot in an AP? Really?
ZOMG ikr? Whodathunk you might play the card you got dealt not the card you wanted.
Anyhow...
This has nothing to do with that anyway, this has to do with a party member having a piece of gear like a +1 sword and wanting to push that sword to +3.
orly?
Specifically the whole aspect of selling at half and buying a new item at full.
yunoconsistent?

yumad |
yumad wrote:Are you actually suggesting to use self-found loot in an AP? Really?
ZOMG ikr? Whodathunk you might play the card you got dealt not the card you wanted.
Anyhow...
yumad wrote:This has nothing to do with that anyway, this has to do with a party member having a piece of gear like a +1 sword and wanting to push that sword to +3.orly?
yumad wrote:Specifically the whole aspect of selling at half and buying a new item at full.yunoconsistent?
My wording was poor in the original statement, my intent was selling a piece of gear you previously bought for a better version which is why the PFS upgrade system was mentioned as well as the crafting system. Sorry about that. Most people in the thread were savvy enough to get it anyway though.

yumad |
If your players are selling their lesser (+1) items and then buying better (+3) items, where are they getting the better items?
"My" players aren't doing anything, I'm not asking for advice on how to run my games and I don't know why someone moved my thread to the advice section. This was merely a question to see how others handle their games and to question the motive to their methods.