Selling Equipment at 10%


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Starbuck_II wrote:
Mistwalker wrote:

One big difference between Pathfinder and Starfinder in selling used weapons and armor is serial numbers.

Big Bad Evil Guy get's a report that one of his low level operations was eradicated. Calls around, and asks to be notified if anyone dumps 30 or so sets of xxx armor, yyy pistols and zzz rifles.

BBEG gets a call two days later, provided images of the those that sold the gear to a fence - confirms the serial numbers.

Puts hit out on the PCs.

Or turn it around: Police are investigating the brazen robbery and murder fest at XXXX corps. All the staff were left naked where they fell, obviously stripped of everything.

A round to the fences, and bingo, PC images and names (or handles) provided to the police.

Smart people would scrap off serial numbers.

And then sell them to a fence on the black market - who are well known for paying full price. :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Wouldn't divinations reveal the filed off serial numbers, if not a great deal more about the weapons' new owners?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Hazrond wrote:
Starbuck_II wrote:
Mistwalker wrote:

One big difference between Pathfinder and Starfinder in selling used weapons and armor is serial numbers.

Big Bad Evil Guy get's a report that one of his low level operations was eradicated. Calls around, and asks to be notified if anyone dumps 30 or so sets of xxx armor, yyy pistols and zzz rifles.

BBEG gets a call two days later, provided images of the those that sold the gear to a fence - confirms the serial numbers.

Puts hit out on the PCs.

Or turn it around: Police are investigating the brazen robbery and murder fest at XXXX corps. All the staff were left naked where they fell, obviously stripped of everything.

A round to the fences, and bingo, PC images and names (or handles) provided to the police.

Smart people would scrap off serial numbers.
Smarter people would just scrap them for UPBs.

You don't think that with high tech, it would be a tad more challenging to remove serial numbers than simply filing them off? Not embedded in the matrix of the object?

As for scraping them for UPBs, it is interesting that at the end of the process of doing that, you end up with 10% of the sale value of the item?
:)


Mistwalker wrote:
Hazrond wrote:
Starbuck_II wrote:
Mistwalker wrote:

One big difference between Pathfinder and Starfinder in selling used weapons and armor is serial numbers.

Big Bad Evil Guy get's a report that one of his low level operations was eradicated. Calls around, and asks to be notified if anyone dumps 30 or so sets of xxx armor, yyy pistols and zzz rifles.

BBEG gets a call two days later, provided images of the those that sold the gear to a fence - confirms the serial numbers.

Puts hit out on the PCs.

Or turn it around: Police are investigating the brazen robbery and murder fest at XXXX corps. All the staff were left naked where they fell, obviously stripped of everything.

A round to the fences, and bingo, PC images and names (or handles) provided to the police.

Smart people would scrap off serial numbers.
Smarter people would just scrap them for UPBs.

You don't think that with high tech, it would be a tad more challenging to remove serial numbers than simply filing them off? Not embedded in the matrix of the object?

As for scraping them for UPBs, it is interesting that at the end of the process of doing that, you end up with 10% of the sale value of the item?
:)

Yeah, you end up with the same value as selling it and it can't be traced back. Perfect solution.


The BBEG often do not need serial numbers to know the PC are the ones challenging him.


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I suspect the 10% value for UPBs was chosen specifically to fit a minimum possible value. Hence why you can always get 10%, because no matter how hot or broken or impossible to sell, an item can at minimum be scrapped.


Voss wrote:
Ah. That rather suggests that if the party includes a solarian PC, the DM is somewhat obligated to throw enemy solarians at them to murder-pillage. On a semi-regular upgrade cycle, no less.

Just finished the 2nd module of the Dead Suns Adventure Path first time we saw another Solarian besides my character. And we ended up with so much stuff that we can't use and not enough credits earned to upgrade equipment.


ENHenry wrote:
Voss wrote:
The system basically encourages upgrade by assassination.

That is quite literally the basic description of Dungeons and Dragons in all its incarnations. Clear out the orcs, get their cool loot.

But I agree it will be a hard adjustment for many folks, and I imagine a large deployment of some kind of house rules to reintroduce it... Followed by the occasional thread, six months from now, of GMs complaining that PCs are running rampant in their games by selling tons of loot and buying 20th level plasma cannons when they are 5th level.

As much as I originally enjoyed the thought of magic item creation feats, they do seem to have had some negative impacts to 3.x games in general, and resale of valuable goods in general has in my experience dampened the thrill of players finding new awesome items while exploring or after hard-won combats. I know that personally, I've found myself selling a +2 unique item because I didn't have the right feats to use it, in exchange for a +1 item that I could that was plain vanilla, and wondering how I got to this point. :)

The rules already prevent that. At max a major facility you can only buy 2 levels over your own. Otherwise it is only 1 level beyond.


Matthew Downie wrote:
(Trying to come up with a reason why this wouldn't work.) Selling things on eBay is only going to make money if the postage costs don't eat up all your profits. And interstellar package delivery through space-pirate territory sounds expensive.

Then recreate the 5 Mies App


Increasing the amount players can sell items for is self-defeating as it then obliges you to decrease the amount of loot the party finds if you want to maintain game balance. It might garner some player goodwill the first time they sell something but it the long run you are giving them less fun in terms of loot.

It is already a struggle to equip custom NPCs with weapons and armour appropriate to their CR without exceeding the wealth per encounter guidelines as it is


Tender Tendrils wrote:

Increasing the amount players can sell items for is self-defeating as it then obliges you to decrease the amount of loot the party finds if you want to maintain game balance. It might garner some player goodwill the first time they sell something but it the long run you are giving them less fun in terms of loot.

It is already a struggle to equip custom NPCs with weapons and armour appropriate to their CR without exceeding the wealth per encounter guidelines as it is

Keep in mind that gear included as loot from NPCs is figured as 10% of value rather than its full value for the purposes of WBL.


Vexies wrote:
Keep in mind that gear included as loot from NPCs is figured as 10% of value rather than its full value for the purposes of WBL.

Also that technically NPCs don't use their weapon/armor to calculate their attacks/defenses. It makes creating an NPC to be a threat without giving them epic loot much easier.


Vexies wrote:
Tender Tendrils wrote:

Increasing the amount players can sell items for is self-defeating as it then obliges you to decrease the amount of loot the party finds if you want to maintain game balance. It might garner some player goodwill the first time they sell something but it the long run you are giving them less fun in terms of loot.

It is already a struggle to equip custom NPCs with weapons and armour appropriate to their CR without exceeding the wealth per encounter guidelines as it is

Keep in mind that gear included as loot from NPCs is figured as 10% of value rather than its full value for the purposes of WBL.

Only for the stuff that is weaker than the PCs' gear, or otherwise unlikely to be used as anything but vendor trash. Which, admittedly, *should* be the majority of enemy gear. . . but you still need to be cautious. At the very least, all batteries, grenades, and serums should probably count full.

Also, consider the possibility your players may find unconventional usages for vendor trash. Level 1 laser rifles and armor should count as vendor trash right quick. . . but imagine your PCs just kind of stockpile them in a storeroom, and don't get around to selling them ( since selling them isn't worth much ). Any future adventure involving endangered NPCs, like the proverbial "defenseless village attacked by bandits", has to account for the possibility of "The PCs arm the defenseless victims with a small war's worth of guns". Sure, they might be only level 1 laser rifles and light armor, but converting two dozen helpless victims into two dozen armed militia can make a huge difference.


Metaphysician wrote:


Only for the stuff that is weaker than the PCs' gear, or otherwise unlikely to be used as anything but vendor trash. Which, admittedly, *should* be the majority of enemy gear. . . but you still need to be cautious. At the very least, all batteries, grenades, and serums should probably count full.

Also, consider the possibility your players may find unconventional usages for vendor trash. Level 1 laser rifles and armor should count as vendor trash right quick. . . but imagine your PCs just kind of stockpile them in a storeroom, and don't get around to selling them ( since selling them isn't worth much ). Any future adventure involving endangered NPCs, like the proverbial "defenseless village attacked by bandits", has to account for the possibility of "The PCs arm the defenseless victims with a small war's worth of guns". Sure, they might be only level 1 laser rifles and light armor, but converting two dozen helpless victims into two dozen armed militia can make a huge difference.

Also, a mechanic with the correct trick can turn a pile of laser pistols into a pile of grenades, and is the bombard soldier's best friend.


Garretmander wrote:
Vexies wrote:
Keep in mind that gear included as loot from NPCs is figured as 10% of value rather than its full value for the purposes of WBL.
Also that technically NPCs don't use their weapon/armor to calculate their attacks/defenses. It makes creating an NPC to be a threat without giving them epic loot much easier.

Well, they do for weapons just as much as PCs do, unless you give them a natural attack


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Tender Tendrils wrote:
Garretmander wrote:
Vexies wrote:
Keep in mind that gear included as loot from NPCs is figured as 10% of value rather than its full value for the purposes of WBL.
Also that technically NPCs don't use their weapon/armor to calculate their attacks/defenses. It makes creating an NPC to be a threat without giving them epic loot much easier.
Well, they do for weapons just as much as PCs do, unless you give them a natural attack

By my understanding of the NPC rules this isn't entirely correct. Damage is determined by CR and type of NPC. Forgive me, I don't have the book in front of me so im about to mangle what their official types are but they are roughly, fighter, caster & specialist (rogue type). The damage just so happens to coincide with most CR appropriate weapons in their range but not always and they get a bonus to damage based on Type and CR. The damage is listed in the stat block when you build it.

I believe the building rules are open ended enough for you to choose to tie the damage to the actual weapon but it is not necessarily always so.


Vexies wrote:
Tender Tendrils wrote:
Garretmander wrote:
Vexies wrote:
Keep in mind that gear included as loot from NPCs is figured as 10% of value rather than its full value for the purposes of WBL.
Also that technically NPCs don't use their weapon/armor to calculate their attacks/defenses. It makes creating an NPC to be a threat without giving them epic loot much easier.
Well, they do for weapons just as much as PCs do, unless you give them a natural attack

By my understanding of the NPC rules this isn't entirely correct. Damage is determined by CR and type of NPC. Forgive me, I don't have the book in front of me so im about to mangle what their official types are but they are roughly, fighter, caster & specialist (rogue type). The damage just so happens to coincide with most CR appropriate weapons in their range but not always and they get a bonus to damage based on Type and CR. The damage is listed in the stat block when you build it.

I believe the building rules are open ended enough for you to choose to tie the damage to the actual weapon but it is not necessarily always so.

RAW if you give them a weapon they use that weapons damage dice+CR+str for melee or damage dice+CR for ranged, with all of the relevant rules for that weapon.

The combat stat tables are just for natural or integrated attacks such as claws or spitting or whatever.


Tender Tendrils wrote:
Vexies wrote:
Tender Tendrils wrote:
Garretmander wrote:
Vexies wrote:
Keep in mind that gear included as loot from NPCs is figured as 10% of value rather than its full value for the purposes of WBL.
Also that technically NPCs don't use their weapon/armor to calculate their attacks/defenses. It makes creating an NPC to be a threat without giving them epic loot much easier.
Well, they do for weapons just as much as PCs do, unless you give them a natural attack

By my understanding of the NPC rules this isn't entirely correct. Damage is determined by CR and type of NPC. Forgive me, I don't have the book in front of me so im about to mangle what their official types are but they are roughly, fighter, caster & specialist (rogue type). The damage just so happens to coincide with most CR appropriate weapons in their range but not always and they get a bonus to damage based on Type and CR. The damage is listed in the stat block when you build it.

I believe the building rules are open ended enough for you to choose to tie the damage to the actual weapon but it is not necessarily always so.

RAW if you give them a weapon they use that weapons damage dice+CR+str for melee or damage dice+CR for ranged, with all of the relevant rules for that weapon.

The combat stat tables are just for natural or integrated attacks such as claws or spitting or whatever.

well that would make more sense. Its been a minute since I went over those. Ill have to give them another read over to refresh. Do you happen to know what page that is referenced?


Vexies wrote:

well that would make more sense. Its been a minute since I went over those. Ill have to give them another read over to refresh. Do you happen to know what page that is referenced?

I just found it, pg. 128.

You do have to give humanoid types a CR appropriate weapon.


I mean, you *can* decree that various humanoid enemies use natural weapons or cybernetic attacks or magic or whatnot. There's no requirement that playable-races *must* use tangible guns. Its just, if you do so, the GM is obligated to provide appropriate rewards in other forms. "The enemies are all cyborgs with laser-arms" is not an excuse for not providing an appropriate number of credits per encounter.

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