Ravingdork |
If you've gone through the trouble of setting up your own magic shop in a metropolis, can you sell your magic items at full value?
Why or why not? If not, how do you reconcile this with the rest of the world that clearly can.
Brf |
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Sure. Why not?
The problem is that it might take a while before someone buys your things.
When you are selling your things to another shopkeeper, at half-price, you are getting your cash immediately. If you are selling an item in your shop, at full price, it might take a while before a buyer shows up and buys your item.
MechE_ |
If you and your friends want to play Pathfinder - Shopkeeper edition, who are we to stop you?
Just remember that booming businesses don't form in a matter of days, weeks, or even months. Adventurers earn their wealth in different ways and last I checked, treasure hunting was a quicker way to hit it rich than starting a franchise of Dominos Pizza, though the later is probably a better business plan, long term. It depends on the type of campaign you run as to whether or not shop keeping could become profitable or not.
As a DM, I would certainly make sure that a player attempting it understood both the time scale of the adventure and the potential hurdles involved. (Employees to pay, officials who wanted their palms greased, land taxes, guild fees, just to name a few.) In the end, such a character would be lucky to break even at my table without losing out on a significant amount of adventure time, and thus, experience points. Running a successful business isn't easy.
Splendor |
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Paizo has an answer already.
A typical magic shop earns about 3 gp per day, or perhaps 4—5 gp per day if a skilled owner PC directly participates in running the business. Because magic items are very expensive (with the most common potions costing 50 gp or more, far higher than what most commoners can afford), this income represents many days where the business sells nothing, followed by selling one or two high-priced items, which averages out to a few gp of profit per day. In other words, just because you can craft one +1 longsword each day doesn't mean you're likely to sell one each day in your shop.
A magical item costs 1000gp? A NPC makes maybe 2 gold per day (Profession check DC 20). So it would take him 2 years of pay to buy that item, keep in mind it would take him 10 years to save 2 years of pay because he has other bills.
James Risner Owner - D20 Hobbies |
Why or why not? If not, how do you reconcile this with the rest of the world that clearly can.
Because the rules don't support that.
The rules don't because selling things in a shop in real life is hard. Look at most retail stores, they buy things at 50% just like you make things at 50%. They sell at full price. And they make a couple percent (2-9%) depending on the items sold. The costs of labor, rent, taxes, shrinkage, employee theft prevention, etc. All those things eat into profit. It is hard to do in real life. Why should it be easy in a game?
Tacticslion |
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The primary reason is balance - throwing the rules by level out of whack too broadly is a pretty big deal.
Also, I think I read somewhere (maybe the GMG?) that making sales with magic items represents (basically) someone's profession (magic item salesman) checks, or something similar - once they've made sufficient checks to equal the price that people would pay for their item (or, in the case of buying stuff from adventurers, the difference between what they bought it for and what someone would pay), it sells and they get their money.
To that end, it seems highly unlikely that anyone'd be interested in playing, say, a cleric in a magic item shop where they make an eight-hours-a-day profession check until their "credit" could afford to buy a magic item, that was then sold.
Now, of course, were this me doing this sort of thing, I'd get four rings of sustenance, alter them both the have the keep watch spell, and make a simulacrum of the single most wise person, the single most charismatic person, and the single most intelligent person I could, as well as myself, once I could. Depending on what those four look like (and what their stats are), maybe spring for a bit of shape-changing and/or stat-boosting (and I wouldn't want them to look exactly like themselves anyway).
Then I'd retrain them in profession (whatever it is I need) via the retraining rules. As simulacra cannot get more powerful, I would argue that this is pretty much the exact opposite since profession is really weak. If it's pointed out that they can't grow in skill as a reason this can't be done... sure, okay. In which case I'd get a high CL bestow insight spell running on them, or find people who were trained, first.
In any event:
- The INT-guy would be in charge of making magic items (and appraise).
- The CHA-guy would be in charge of making friends and contacts (not, strictly speaking, necessary, but, you know, it makes sense)
- The WIS-guy would be the actual business-runner.
- The "me"-guy would be more or less in charge.
(There may be some overlap between these; also "guy" is a generic term.)
Installed in a metropolis, they'd be making profession rolls at all hours of the day.
When you can afford it, make more, and put them to work.
Keep doing this.
After a really long time, you'll start to make rather impressive profits compared to what you put into it, and you'll do so really quickly.
But that'd take some time.
(Of course, that presumes no shenanigans. Shenanigans make this much faster and cheaper!)
Ravingdork |
So what happens when the PCs have their own shop (totally doable thanks to Ultimate Campaign), which is primarily run by the manager and teams that they've hired, and they come back after a particularly profitable adventure and tell the manager (who works for them) to sell their stuff at full value and give them 100% of the proceeds?
What in the rules is actually stopping that from happening? Insofar as I can tell, it wouldn't even have to interfere with their adventuring activities since their underlings are taking care of things.
RDM42 |
So what happens when the PCs have their own shop (totally doable thanks to Ultimate Campaign), which is primarily run by the manager and teams that they've hired, and they come back after a particularly profitable adventure and tell the manager (who works for them) to sell their stuff at full value and give them 100% of the proceeds?
What in the rules is actually stopping that from happening? Insofar as I can tell, it wouldn't even have to interfere with their adventuring activities since their underlings are taking care of things.
The shop shuts down because you are requiring them to work without getting paid, as they are giving up 100% of the items value yet still doing the work and giving up the time from other projects?
ryric RPG Superstar 2011 Top 32 |
So what happens when the PCs have their own shop (totally doable thanks to Ultimate Campaign), which is primarily run by the manager and teams that they've hired, and they come back after a particularly profitable adventure and tell the manager (who works for them) to sell their stuff at full value and give them 100% of the proceeds?
What in the rules is actually stopping that from happening? Insofar as I can tell, it wouldn't even have to interfere with their adventuring activities since their underlings are taking care of things.
Your UC style shop sells things at a rate of 2-3 gp per day, so if you dump a +5 longsword on them it'll sell for full price in a few decades or so.
If you're keeping 100% of the income from the sale what are you paying your employees with? If they are slave labor you still have to feed them, pay taxes, rent, and so forth.
Illeist |
A typical magic shop (see page 110) earns about 3 gp per day, or perhaps 4–5 gp per day if a skilled owner PC directly participates in running the business. Because magic items are very expensive (with the most common
potions costing 50 gp or more, far higher than what most commoners can afford), this income represents many days where the business sells nothing, followed by selling one or two high-priced items, which averages out to a few gp of profit per day. In other words, just because you can craft one +1 longsword each day doesn’t mean you’re likely to sell one each day in your shop.
There's no way to do what you're trying to do, Ravingdork, and for very good reasons. Ultimate Campaign is not some poorly edited, loophole-filled splatbook; the design team knew what they were doing, and they saw no reason to let PCs double their WBL.
williamoak |
Yeah, I believe in the "it wont sell for 10 years" thing. In a world on 100 million people, there are maybe a few thousand that can afford a 50 000 gp sword, and most of them wont want to buy it...
Plus, I think most high-level adventurers would much rather have custom items.
On thing I allow is "recycling", IE a crafter can recycle the cost of an old magical item into the cost of a new item.
RDM42 |
Yeah, I believe in the "it wont sell for 10 years" thing. In a world on 100 million people, there are maybe a few thousand that can afford a 50 000 gp sword, and most of them wont want to buy it...
Plus, I think most high-level adventurers would much rather have custom items.
On thing I allow is "recycling", IE a crafter can recycle the cost of an old magical item into the cost of a new item.
Also, golarion isn't like the modern world with the internet and eBay - there is no reason to think that those few thousand people will even know you are offering it for sale in the first place.
Kolokotroni |
So what happens when the PCs have their own shop (totally doable thanks to Ultimate Campaign), which is primarily run by the manager and teams that they've hired, and they come back after a particularly profitable adventure and tell the manager (who works for them) to sell their stuff at full value and give them 100% of the proceeds?
What in the rules is actually stopping that from happening? Insofar as I can tell, it wouldn't even have to interfere with their adventuring activities since their underlings are taking care of things.
Because utlimate campaign explicately lays out how much profit you can make, there is a check, that is basically a proffession check with some bonuses. You can make a fair amount of money, but its not +3 sword money. Its abstracted for simplicity, and for balance reasons. You CANNOT explicately sell a +2 keen longsword from a magic shop with the rules in ultimate campaign. You can sell some 'magical stuff' that is worth a certain amount based on your checks. Its not transactional.
Obviously the reason you cant do this is money == power in pathfinder. Since money either via crafting, buying or requisitioning magic items directly translates into more powerful characters. Allowing players to increase their profits in the system as written (by selling items for full price instead of the expected half) is literally going to make the characters more powerful then normal. The most powerful option in the game should not be the rooms/teams required to put together a magic shop. But it is if you allow this.
Ravingdork |
I'm seeing a lot of out of game reasons, such as maintaining game balance, for why it cannot be done, but I haven't seen too many explanations for the logical disconnect in game as to why NPCs can do exactly this, but PCs can't.
Basically, my players wanted a magic shop so that they could sell items at full value. I'm currently in the process of introducing them the new Ultimate Campaign rule set for businesses. So far, I've not seen one explanation in this thread that leaves me fully convinced that I will be able to convince them they can't do exactly what they want. Ryric's post is the closest one to making any sense at all. Hopefully, my players will think so too.
williamoak |
Man, the same in-game reason has been repeated several times: sure, you can do it, but you might never find someone willing to buy it. The simple reason is "there just isnt a market for short-term sale of ultra high value goods". The NPC shopkeeper is FAR more patient than the PC one. I think the 2-3 gp/day (on average) from a magic shop thing is a good guideline, meaning it would take 10 years for the average magic shop to sell a 10 000 gp item.
Heck, myself I would make finding a buyer at HALF price for anything above 20 000 gp price quite difficult.
However, the balance reasons are most important I would think. Plus, I will admit I'm not terribly interested in running recettear: the TRPG.
reika michiko |
I believe for this kinda stuff the age old answer of.. ask your dm about it.. applies.
Simply put cities and daily life of npcs and such is supposed to be abstract.. when u dig too hard (I do often) you start to realize most of the numbers and such make no sense or dont exsist. Sort of like a picture you zoom to far in and gets pixelated instead of allowing you to see more detail..
Quantum Steve |
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Both NPCs and PCs follow exactly the same rules for selling an item at full price in a shop. They make profession checks. NPCs don't mind selling only one high priced item in a decade because that's their livelihood. If a PC wants to waits a similar decade to sell of an item at his shop, that's probably allowed within the rules.
James Risner Owner - D20 Hobbies |
fretgod99 |
I'm seeing a lot of out of game reasons, such as maintaining game balance, for why it cannot be done, but I haven't seen too many explanations for the logical disconnect in game as to why NPCs can do exactly this, but PCs can't.
Basically, my players wanted a magic shop so that they could sell items at full value. I'm currently in the process of introducing them the new Ultimate Campaign rule set for businesses. So far, I've not seen one explanation in this thread that leaves me fully convinced that I will be able to convince them they can't do exactly what they want. Ryric's post is the closest one to making any sense at all. Hopefully, my players will think so too.
The in-game reason is they'd need to find anyone with both the desire and resources to purchase their high-end items at full price.
As people have noted, the higher in value these things go, you're limiting the pool of people who have the resources. And most of the people who have the resources have neither the desire nor the need to purchase the items you're selling.
For instance, in-game millionaires likely didn't become millionaires by being Fighters or Clerics or Bards (well, maybe the occasional Bard). So they're not going to be looking to purchase that +4 Ghost Touch Flaming Burst Agile Rapier.
Who is going to buy that stuff? Sure, you might eventually be able to sell it, but it certainly won't be right away. It might take you two and a half years to find a buyer.
Aside from that, *plot-twist* the people who want to buy these high powered magical items quickly turn into rivals for the PCs. So now they can sell those goods at full price, but the people they're selling to are either out to get them, or out doing all the heroic stuff that your party members could be doing while they're busy trying to find people to buy their old crap.
Quantum Steve |
3 people marked this as a favorite. |
But this raises an interesting conundrum...if these shops make so little profit, how, then, can they afford to buy all your unwanted magic gear, even at half price?
"Sure, I'd like to buy that magic armor from you, adventurer! I currently have 2000 gold in the coffers, so that's my best offer."
They make so little because most of the proceeds from selling gear to adventurers goes towards increasing their inventory by buying gear from adventurers.
Tacticslion |
I'm seeing a lot of out of game reasons, such as maintaining game balance, for why it cannot be done, but I haven't seen too many explanations for the logical disconnect in game as to why NPCs can do exactly this, but PCs can't.
Basically, my players wanted a magic shop so that they could sell items at full value. I'm currently in the process of introducing them the new Ultimate Campaign rule set for businesses. So far, I've not seen one explanation in this thread that leaves me fully convinced that I will be able to convince them they can't do exactly what they want. Ryric's post is the closest one to making any sense at all. Hopefully, my players will think so too.
Uh, I certainly agree with Ryric's post - entirely -, but what about Splendor's, my own, or Kolokotroni's?
(Though I have to admit, I did give you some reasons that and methods that it could work, if you're okay with putting that much money into it in the first place.)UCamp, page 173 wrote:There's no way to do what you're trying to do, Ravingdork, and for very good reasons. Ultimate Campaign is not some poorly edited, loophole-filled splatbook; the design team knew what they were doing, and they saw no reason to let PCs double their WBL.A typical magic shop (see page 110) earns about 3 gp per day, or perhaps 4–5 gp per day if a skilled owner PC directly participates in running the business. Because magic items are very expensive (with the most common
potions costing 50 gp or more, far higher than what most commoners can afford), this income represents many days where the business sells nothing, followed by selling one or two high-priced items, which averages out to a few gp of profit per day. In other words, just because you can craft one +1 longsword each day doesn’t mean you’re likely to sell one each day in your shop.
No, that's what the CRB magic item crafting rules are for!
(Or rather, for the specific individual that takes those feats.)Both NPCs and PCs follow exactly the same rules for selling an item at full price in a shop. They make profession checks. NPCs don't mind selling only one high priced item in a decade because that's their livelihood. If a PC wants to waits a similar decade to sell of an item at his shop, that's probably allowed within the rules.
Exactly. It's certainly possible, and it's not a bad idea (great for story-purposes) but it's expensive and time-consuming to start it out. After you get things off the ground, you can start making profit - good profit. But there's no in-game reason to do this instead of any other profession-based skill.
I mean, heck, if a GM wants, they can permit the charisma-based character I described above to actually go out, and use diplomacy to find and convince people to buy their stuff. Probably bluff some into thinking they need or want something that they might not otherwise plus their diplomacy to alter their friendliness to the idea. I would have no problem with that.
But that's using rules-based interpretations to create an effect in-game that the rules don't anticipate and aren't made to reproduce. How "friendly" a person has to be in order to give a very large amount of money to a guy they like for a dubiously-useful item is entirely up to GM discretion - there are no explicit values given on those sorts of things. basically, it's how much you want it to happen.
Tacticslion |
Manimal wrote:They make so little because most of the proceeds from selling gear to adventurers goes towards increasing their inventory by buying gear from adventurers.But this raises an interesting conundrum...if these shops make so little profit, how, then, can they afford to buy all your unwanted magic gear, even at half price?
"Sure, I'd like to buy that magic armor from you, adventurer! I currently have 2000 gold in the coffers, so that's my best offer."
This is actually quite true in some cases even today, if you compare magic items to cars - despite being very expensive, and often representing themselves as well (and "wealthy", sort of) as possible (expensive suits, and similar), don't make very much money compared to the expense of what they're selling, and they don't sell many, comparatively.
Also, this is partially handled by the abstraction of total gp limits and similar effect.
In-rules, the GMG (as has been noted) provides the ability to use profession checks to make money by working hard in a manner that either interrupts adventuring or makes less, comparatively, than just doing it yourself (due to overhead and similar costs; sort of - if you pay them nothing, how long could a GM presume they stayed friendly? Of course, I'm not sure off the top of my head if that's in the rules...).
In any event, you can do it, but it takes time and isn't really a great idea from a PC's perspective. The instant-gain of the half-price of items is much better, as you can get that and get more by starting your own business that generates money for you on the side. Which, you know, is pretty great.
For someone in the game world, though, the ability to work with and deal with highly powerful and relatively exclusive clientele and items, to make extremely powerful connections, and to generally be considered important and a handler of rare or valuable things is actually generally pretty desirable, despite the similar-range-income.
Bill Dunn |
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But that's using rules-based interpretations to create an effect in-game that the rules don't anticipate and aren't made to reproduce. How "friendly" a person has to be in order to give a very large amount of money to a guy they like for a dubiously-useful item is entirely up to GM discretion - there are no explicit values given on those sorts of things. basically, it's how much you want it to happen.
Realistically speaking, that can describe just about anything in an RPG like Pathfinder. If you want to make the game about bartering up gear you find, you can certainly do that. The campaign horizons are completely unlimited in this regard, limited only by what you and your players want to do. The half-price sales rule, however, is there so we don't all have to do this.
The Tiger Lord |
I'm seeing a lot of out of game reasons, such as maintaining game balance, for why it cannot be done, but I haven't seen too many explanations for the logical disconnect in game as to why NPCs can do exactly this, but PCs can't.
Basically, my players wanted a magic shop so that they could sell items at full value. I'm currently in the process of introducing them the new Ultimate Campaign rule set for businesses. So far, I've not seen one explanation in this thread that leaves me fully convinced that I will be able to convince them they can't do exactly what they want. Ryric's post is the closest one to making any sense at all. Hopefully, my players will think so too.
Because of two very boring real life issues that would totally translate in the world of Golarion:
1. Cash flow management
2. Inventory management
1. To be able to buy all the stuff you are bringing back from adventuring, the store actually have to sell some previously acquired. If the stores buy the new stuff full price, they need to sell it higher than the acquired price to turn a profit. If the price of an item is higher at your shop, adventurers will go to another shop where they can get the item at a lower price. If they don't turn a profit, how will they pay for the rent, mortgage employees, etc...?
2. Iventory is money that is sleeping. Once you've paid for an item, you've engaged your funds and can't use to buy something else. If your inventory dosen't turn, you can't genrate money.
It's real world economics, it's up to you to judge if real world economics appply to your game.
Aspasia de Malagant |
If you've gone through the trouble of setting up your own magic shop in a metropolis, can you sell your magic items at full value?
Why or why not? If not, how do you reconcile this with the rest of the world that clearly can.
To answer your question directly, think of the many costs that go into setting up a business in a metropolis. For starters you have to buy/rent the land, build/rent a building, acquire the proper licenses/permits, provide security, marketing/advertising. All this is going to take a bite out of your profit.
With all that said, you should have a way to make a wider margin of profit with either diplomacy or profession (merchant). However, I don't think 100% market price should be possible in a saturated market; in an emerging market, perhaps. I think a more reasonable expectation would be around 60-75%.
BornofHate |
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I would let them run a shop. I think it could really open up a lot of cool role playing encounters and adventure hooks.
Outlandish taxes
Mob activity/ protection racket / shakedowns
Theft
Mold infestation / remodeling / MOVE THAT BUS!
NPC employee problems.
City politics and intrigue
Rival shops
And let them sell items at 100%. I would actually let them sell items occasionally too!
(Of course you have to then balance this with reduce loot, the cost of running a business, taxes etc.) Use the shop as a plot device. If your players really want this, then give it to them. They will talk about it for years. So very rarely do you have characters drop such a powerful hook in the lap of the GM.
Tacticslion |
Tacticslion wrote:But that's using rules-based interpretations to create an effect in-game that the rules don't anticipate and aren't made to reproduce. How "friendly" a person has to be in order to give a very large amount of money to a guy they like for a dubiously-useful item is entirely up to GM discretion - there are no explicit values given on those sorts of things. basically, it's how much you want it to happen.Realistically speaking, that can describe just about anything in an RPG like Pathfinder. If you want to make the game about bartering up gear you find, you can certainly do that. The campaign horizons are completely unlimited in this regard, limited only by what you and your players want to do. The half-price sales rule, however, is there so we don't all have to do this.
Exactly.
Awesome ideas
Also awesome!
The Only Sheet |
As a side note relative to Loot, consider getting the Loot Divider tool (found right here in Paizo's store) to help you manage all your treasure needs!!
Diego Rossi |
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But this raises an interesting conundrum...if these shops make so little profit, how, then, can they afford to buy all your unwanted magic gear, even at half price?
"Sure, I'd like to buy that magic armor from you, adventurer! I currently have 2000 gold in the coffers, so that's my best offer."
Most of the time it will be:
In game world situation:
"Oh, you are selling 2 +1 longsword, I will buy them" (The shopkeeper know a militia captain that will buy one at full price and and a few mercenary officers that could be interested into the second), "and I will trade the half charged wand of levitate for a fully charged wand of CLW" (the wand of levitate isn't a difficult sale and the shopkeeper has the CLW wand or know someone that can make one), "and I will exchange those scrolls for the potions you want, the inks for adding spell to the wizard spellbook and the alchemical items." (the potions, inks and alchemical items are most of the normal sales for the shop owner).
Playing table:
GM: "You sell the two swords for 2.000 gp, the wand for 1.200, the scroll for 500, the total is 3.700 gp"
Wizard: "I need 300 gp of inks to copy my new spells", Fighter & Rogue: "We both need a potion of fly. 1.500 gp total.". All the group. "We need a fully charged wand of CLW (750 gp), 3 alchemist fire (60 gp) and a vial of antitoxin (50 gp), the total is 860 gp."
GM: "ok, you have sold 3.700 gp of stuff and purchased 3.110 gp, you have 590 gp to divide."
In game world situation:
Merchant: "I have 7.400 gp in new merchandise, 2.000 gp of that is a guaranteed sale, the other stuff will increase my stock. For that I have traded away 3.110 gp of merchandise and paid 590 gp. My shop is worth 3.700 more gp than before. I am happy."
Playing table:
"The merchant and staff have made some skill check and produced some magical capital by the Ultimate Campaign rules and the shop is worth more."
End result, the merchant will be richer but mostly in tradable stock, not in hard cash.
Doug OBrien |
If you've gone through the trouble of setting up your own magic shop in a metropolis, can you sell your magic items at full value?
Why or why not? If not, how do you reconcile this with the rest of the world that clearly can.
Overhead, spoilage/theft etc. I can see better than a 50% return if the PCs really invested time and effort, but not 100% with no effort...hell, not even 100% with full effort.
Ravingdork |
Taxes are a non-issue since they are included in both the startup costs and the Cost of Living rules (which we use).
Orfamay Quest |
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Taxes are a non-issue since they are included in both the startup costs and the Cost of Living rules (which we use).
Doesn't follow. Taxes are imposed on a whole bunch of things, and sales taxes, in particular, are only imposed if and when you make a sale.
If you're a shopkeeper -- it doesn't matter here whether you're selling magic items or dry goods -- you're going to have taxes imposed on the simple fact that you're in business. This might take the form of a licence-to-trade that must be renewed yearly, a property tax on the building you're in, and so forth.
If you're a shopkeeper, you will also be paying the various head taxes simply for existing.
But you'll also be paying various sales taxes that are imposed if and when you sell something and that come out of your net profits, not out of your fixed overhead.
E.g. it may cost you 50 gp/month to keep your shop open, that's 600 gp/year. You pay 1000 for a 2000gp item at half price. When you sell it, the duke's 10% magic-item-sales-tax kicks in and you only net 3600 gp instead of 4000.... which still leaves you 2000 gp up for the year.
Not bad for a year's work (that's nearly 10gp per day) but what a hell of a way for an adventurer to live.
Orfamay Quest |
With all that said, you should have a way to make a wider margin of profit with either diplomacy or profession (merchant). However, I don't think 100% market price should be possible in a saturated market; in an emerging market, perhaps. I think a more reasonable expectation would be around 60-75%.
Lord God of Hosts, please tell me where I can get away with a 60% profit margin in a saturated market?
Arnwyn |
But this raises an interesting conundrum...if these shops make so little profit, how, then, can they afford to buy all your unwanted magic gear, even at half price?
"Sure, I'd like to buy that magic armor from you, adventurer! I currently have 2000 gold in the coffers, so that's my best offer."
Because it's already included in the "profit". (Profit = Revenues - Expenses; buying other people's stuff is included as an expense, and comes out as profit. All a player/PC needs to care about is 'profit', nothing else.)
People (or rather, one or two people in this thread) are trying to micro-detail what the system already does, albeit at a higher level.
Aspasia de Malagant |
Aspasia de Malagant wrote:Lord God of Hosts, please tell me where I can get away with a 60% profit margin in a saturated market?
With all that said, you should have a way to make a wider margin of profit with either diplomacy or profession (merchant). However, I don't think 100% market price should be possible in a saturated market; in an emerging market, perhaps. I think a more reasonable expectation would be around 60-75%.
60-75% of market price, lowly worm!
Orfamay Quest |
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60-75% of market price, lowly worm!
This may be backwards. I mean, 100% of market price is, er, what the market price is, almost by definition. Similarly, by definition, I can sell items at 100% of market price.
It's not clear to my why I would want to sell my items at any less than market price.
In economic terms, the demand curve for magic items is pretty flat. Given how few buyers there are, selling 50gp potions for 25gp -- or 10,000gp magic rings for 5,000gp --will not cause buyers to appear out of the woodwork, because the vast majority of humanity will never see 25gp in one place.
A magic item shop is like a Ferrari dealership; you spend lots of time sitting around not selling anything, and then when you make two sales in a year, you're happy. (My grandfather used to sell real estate for a gated community developer; same idea. Three houses was a good year.) You're not going to move the merchandise much faster with a 25% off sale, so why give away half of your gross profit (and possibly all of your net)?
Matt Thomason |
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Bear in mind that getting 100% of market price for an item typically entails either actively seeking out someone that wants the item, or letting it sit on a display shelf until someone wanders in wanting it.
As long as you're happy that it may take a while to get the money, I don't see any issues on the realism side.
Now, if you're going to have that shop, you're paying for premises (including any applicable taxes), and presumably someone to run the place if you want it open when you're not out adventuring.
All things considered, 50% for getting gold right now seems quite fair, but I can certainly imagine a group getting together to cover the costs of a shared store, or alternatively RPing out a trade agreement with a local ruler to supply magic items for their army.
Cevah |
Ravingdork, you asked this in another thread last monday. Here is what I said there that is relevant here: link
For selling at full price, I would suggest limiting it to the town's purchase limit per unit of time. Thus they can sell low value items for full price but not high value items unless they want to wait. Also, they put up the item for sail now but cannot get the sale price until time has passed. If you got to wait to get a better price, you would be less likely to try. Adventurers are notoriously wait adverse. :-)
/cevah
Chris Lambertz Digital Products Assistant |
James Risner Owner - D20 Hobbies |
Ravingdork |
For selling at full price, I would suggest limiting it to the town's purchase limit per unit of time. Thus they can sell low value items for full price but not high value items unless they want to wait. Also, they put up the item for sail now but cannot get the sale price until time has passed. If you got to wait to get a better price, you would be less likely to try. Adventurers are notoriously wait adverse. :-)
/cevah
But what about the 100,000gp purchase limit for being in a Metropolis?
Maybe this is a better way:
"You can sell at 100% but the local costs and taxes and things not covered in the Ultimate Campaign guide take 50% of that away."
Except we all know that isn't true. And my players will know it too once they bother to read the abstract business rules (which clearly account for things like that).
Orfamay Quest |
Except we all know that isn't true.
Do we? I certainly don't know that.
You're welcome to show me where that's not true.
And my players will know it too once they bother to read the abstract business rules (which clearly account for things like that).
You're welcome to show me where that is covered.
VRMH |
Clerics can cast Cure Light Wounds. Barbarians can't. They can Rage though, which a Monk cannot do. There are differences between classes. They make no sense, but they exist. So NPCs can do things PCs can't, and vice versa. It's not a simulation game, it's a roleplaying game. And some roles just aren't catered for.
(Ravingdork, between you and me... I think you're "jumping the shark" with this thread.)