Base Value and Purchase Limit


Rules Questions


Hello, I am confused about the price to buy and sell magic items in a city. They all have a Base Value and a Purchase Limit. The Base Value refers to the availability of the object (75%) if the price is less than that amount, and the Purchase Limit is the maximum that a store can spend on purchasing items.

Kaer Maga, has these data:
- Base Value: 7500 gp
- Purchase Limit: 57000 gp

It doesn't make sense that a PC can sell an item for 57000gp but can't buy something for more than 7500gp.

And what happens if they want to buy any item by 15000gp?

Can you explain how you do it?
Thank you.


It's not unreasonable that a city would have some rich guys with lots of gold who'd be willing to buy your priceless magic items for a fair price, but which doesn't have a lot of expensive magic items readily for sale.

If the players want to buy a specific item that is beyond the limit you could do one of the following:

* Say no.

* Give them a small percentage chance of finding one.

* Allow them to order it if they're willing to wait, and someone will craft one or deliver it after a couple of weeks.

* Sell them a scroll of Teleport to travel to a city where they do have that item.


I'm getting no hits on AoN for Kaer Maga. I assume its a town or something. In which book and page number can we find details on this town?


Use pathfinderwiki for cities.


Thank you.


Magic items are rare while wealth is quite abundant, hence why the buy and sell prices are so different. If you don't like it, maybe change the setting to one where magic items are more common and raise the base value.

Quote:
There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community.

Emphasis mine.

So for a little effort, PCs can probably find magic items of priced around or less than the base value. Logically, with a bit more effort, PCs might be able to find more expensive magic items. Whether or not a town has such items can be an adventure on to itself.


It does make sense because you not always able to buy high level magic item even you have enough money.

According to the rule from Purchasing Magic Items

A community has a base value, PC can find item easily with a chance of 75% if the item price is equal or below the base value. In addition, the community has extra magic item that has a price exceed the community base price (the item is specified and limited).

So basically, magic item under the base value is common in the community, while magic item exceed the base value is rare and limited in the community.

Quote:
And what happens if they want to buy any item by 15000gp?

If you are using the rule to determine the availability, then the PC might need some luck to buy what they want, because the magic item generated is random.

Kaer Maga with Base Value 7500gp should have 4d4 minor magic items, 3d4 medium magic items and 1d6 major items (in addition to the magic items below base value)


There are enough funds sitting in enough wealthy people's hands that if you can prove the general use of a magic item, someone will buy it even if just to resell it to someone who actually wants it.

On the other hand, even though you just brought some 57,000gp item to be sold, you didn't bring every possible item less than 57,000gp to suddenly enter the market. That's where base value comes in. It's smaller amount of money because there's some nebulous threshold where *most* (see 75% chance of availability) items of that value or less are available. That doesn't mean that there aren't more valuable items available (see above with the randomly generated items) but also a player can commission a specific item that they want, or even upgrades to their existing items, but they likely will need to wait for an available crafter, and then for that crafter to craft it for them if they even can.


I'm running Curse of the Crimson Throne, and the players have finished ScarWall. With all the treasures and items they have obtained, they can sell them for 500,000 gp.
Now they want to buy magic items of 90.000 gp, but in Kaer Maga or Korvosa, the base value is 7500 or 12000.
They have a lot of money and they won't be able to spend it.


The purchase limit is what is available for the PC’s to purchase. What it is trying to simulate is the idea that extremely expensive items will not be available in small towns or villages. This is more about basic economics than it is about the rules. The rules are to give a GM a rough idea of what can be found in a particular town.

The rules are designed to give an idea on what can be easily obtained. Anything outside this range is going to be up to the GM. Really rare or unique items should always be difficult or impossible to purchase. The chances of finding an artifact in a store are about the same as finding the Mona-Lisa for sale in a Goodwill store. The limits also factor in what the locals can afford. If you tried to sell the Mona-Lisa at in small-town chances are no one is going to be able to afford it.

If you find a really valuable item, chances are you are going to need to go to a large city to get its full value. Likewise purchasing a valuable item might require a trip.


This is really setting specific for the targeted CR.
Kaer Maga is an isolated walled city reached through the Underdark. The city was built long ago by a missing alien race. check out PathfinderWiki for setting info.
Basically everything over $7500 is going to require roleplay and NPC interaction. So think of it as a handwaive limit. They'll have to make Know:local or Prof:merchant (or something relevant) checks to find expensive items through named NPCs.
The PCs may not know that so reply to their complaints with, 'I don't know, what are you going to do?'.

Scarab Sages

Ok so the easiest way I've found to think about it is available wealth vs supply and demand. The 75% of 7,500 GP items in Kaer Maga represent the cities buying and selling of magical items. You walk around town and there's a 75% chance you'll say find a ring of eloquence on some shopkeeps shelf because people are buying and selling regularly items worth 1,750 GP. Now you want to sell that ring of X-Ray vision you found you'll have no trouble finding a rich collector willing to spend 25,000 GP to buy it for you but the city isn't big enough and wealthy enough for them to resell it easily. So as the above poster said these items aren't 75% role instead they require the party to make connections, to get in touch with the thieve's network and deal with that creature stalking the sewers and rescue some members to gain access to their special stock.

Basically the rules on item generation are there to limit what is readily available to the players and instead require some effort on their part to get more powerful items. Kill an enemy, go to a larger city, roleplay finding and gaining access to restricted areas and so on.


sirmaniak wrote:
They have a lot of money and they won't be able to spend it.

They can if you want them to. Come up with a narrative device to explain it, like a trader who has contact with a powerful djinn who might be able to provide these items. Then check what they want to buy and decide if it's OK or game-breaking. If it's game-breaking, it's not available.

The Exchange

Bearing in mind this is a very high level abstraction meant for easily running a campaign and in no way represents the actual functioning of an economy…

Base value represents inventory in stock.
Purchase limit represents funds available to expand that inventory.

Kaer Maga might have hundreds or even thousands of items on hand that cost less than 7500 gp. Along with a few more random medium and major items. But their cash on hand to buy an item from an adventurer is only 57,000 gp.


I enforced the purchasing limits while running CotCT and was happy with the results. Most PCs spread their wealth around rather than buying one huge item, but those who are desperate and determined can hire a spellcaster to greater teleport them to a metropolis. This takes time and money, but it accurately reflects the idea that different cities have different markets, and avoids the “I bought a +5 longsword at the village general store!” problem.


Belafon wrote:

Bearing in mind this is a very high level abstraction meant for easily running a campaign and in no way represents the actual functioning of an economy…

Base value represents inventory in stock.
Purchase limit represents funds available to expand that inventory.

Kaer Maga might have hundreds or even thousands of items on hand that cost less than 7500 gp. Along with a few more random medium and major items. But their cash on hand to buy an item from an adventurer is only 57,000 gp.

right. PCs could order/sell something very expensive through a contact and it could be imported/exported from Cheliax or Druma... which will take a significant amount of time.

Again, it is what can be handwaived (PCs can just do it) or what needs RP (GM/NPC involved).


sirmaniak wrote:
They have a lot of money and they won't be able to spend it.

I am not familiar with Curse of the Crimson Throne, but rarely there is a situation where the PC unable to spend their money.

Both Kaer Maga or Korvosa should have at least 2 or 3 major magic items (which have a minimum price of 10000gp,you may even roll out items cost hundreds of thousands gp), and around 3 to 8 medium magic items (which can be something expensive if lucky enough).

Alternatively, you can refer to the suggestions given by Matthew Downie. Allow them to find a crafter to craft something specified if they have time to wait (require 1 day per 1000gp of base price, or 1 day/2000gp if the crafter able to increase the DC by 5).
Let them teleport to somewhere else, or just get some special NPCs to sell items.

It is up to the GM discretion, if you think random generation is not suitable, then you can just decide what is available.


Azothath wrote:
PCs could order/sell something very expensive through a contact and it could be imported/exported from Cheliax or Druma... which will take a significant amount of time.

You could pay a bit extra to have things teleported in - spellcasting services are cheap compared to the cost of buying a 50,000gp sword.


Other considerations that may invalidate the "just get it amazon delivery'd to me" is that there are very few people who can cast spells like sending to even establish the contact needed to show interest in purchasing an item and those people are very unlikely to be willing to waste their time and energy even for a little coin to degrade themselves as not even the glorified uber-eats driver, but the uber-eats app itself. Even if you somehow can get your message across, there's certainly some teamster guilds that will be pretty angry when this 50,000gp worth of goods was not transported through them but as a quick work around; the pathfinder economy is already janked up enough with tons of neerdowell "adventurers" who barely do more good than harm hoarding 50-80% of the local wealth, so they can make a pretty good argument about recirculation of wealth back into the populace being very important to not be circumventable (and that is also a very well documented-to-be-understood economic theory at the time). It is at least more tolerable if you are able to teleport to the city yourself, and it's not like you won't be paying for housing and food and other services while you hash out your deal, so they can't as easily get mad at you for that.

But even if we were to assume there's a black market for high level magic items being delivered globally by some sinister cabal of illuminati wizards controlling the supply of masterwork iron daggers, we still have the costs to contend with. Maybe you can find a level 13+ wizard who learned Greater Teleport and doesn't mind you wasting his time if you're lucky, but more likely you'll find the semi-successful college dropout that got cold feet in the adventuring game after half his party got wiped, that just knows sending. (We'll ignore clerics because I can envision none of them trying to help you buy things with their powerful magic, *except Abadar clerics* who will absolutely charge you full price and upsell you worse than an Asmodean offering insurance on your imp.)

The cost of a 5th level CL 9 sending is 25*5*9=1,125gp. That's for one 25 word sentence forward and back from some receiver that the wizard has to know the existence of btw in this other major city, or at least as an underhanded merchant guild (though that gets us back into the "why is the guild letting themselves be undercut" debate). I know we may in a session just go "hey GM, I wanna buy this, can I?" -- "Yeah, go ahead." but the discussions in character would be nowhere near that simple. Not only do you need to in detail explain the magic item that you want to acquire's abilities, in case it's maybe called something different, you need to then workout the price even if it just works out to be the listed price because your character doesn't have some online encyclopedia of what every item costs, and then you need to workout how you're actually getting the money to this underground merchant; and that's assuming you don't have to get the item ordered because it already exists. Oh and did I mention that if you get through most or all of this process and you find out they don't have the item or they don't like your underhanded methods of getting your magic item nd pull out, you're going to have to start all over again.

Even if you get lucky, and we assume it takes only 5 castings of sending for each of the three mandatory steps of the negotiation, that's 16,875gp of finder's fees you just paid to a wizard 9 (who by the way is only supposed to have 10,050gp of wealth as a heroic NPC) before we even get to any negotiating fees or shipping and handling costs.

Maybe you'll say, "fine, I'll hold out for a wizard with teleport", which you're not getting a wizard who will just wait in the hotel for you, so you are paying for their ride back home and then their trip to pick you up plus the ride back. If you splurge on greater teleport so you don't run the risk of error (or that your wizard isn't as well traveled as they say they are), you can only have to pay for 4 castings (there, back, pick up and back again), but that's still 25*7*13=2,275gp or 9,100gp all in. If you pay for the cheaper option, well you probably want some assurance that A, your wizard will arrive in their destination, B they want assurance they can get back home, and C they can get back on time to take you back to your quest. We'll just go with 7 castings (one possibly off target casting to destination but they don't care so much about that; two castings (1 + insurance) to get the wizard back home while you deal, 2 (1 + insurance) castings to get the wizard on target to your city of dealings, and then 2 (man insurance is a b~@%$) to get you back home with your new toy. Now, granted, you are down significantly in cost over the sendings, but that's still a whopping 7,875gp just in taxi fees that can still in very unlucky circumstances put you very unpreparedly in danger. Oops, your wizard accidentally teleported you not into the underground thieves guild, but instead into the cistern full of otyughs and other evil bandits and brigands.


sirmaniak wrote:
It doesn't make sense that a PC can sell an item for 57000gp but can't buy something for more than 7500gp.

It makes a lot of sense, actually. It is bad business practise to stock up on merchandise that a store will have a hard time selling, and thus a small town won't offer stuff that no one can or does buy on a somewhat regular basis. Meanwhile, the profit margin from buying an expesive magic item at half price form an adventurer and then selling it in a larger city at full price is significant, and thus it makes sense that that merchants would want to do that, limited to what funds they can aquire.

The system only really works if there's either something like a merchant guild (where they can pool together their aviable cash), or a bank of sorts (where the merchant can take on a loan to buy the magic item with cash he doesn't have), but for most settings that works out fine.


Derklord wrote:
sirmaniak wrote:
It doesn't make sense that a PC can sell an item for 57000gp but can't buy something for more than 7500gp.

It makes a lot of sense, actually. It is bad business practise to stock up on merchandise that a store will have a hard time selling, and thus a small town won't offer stuff that no one can or does buy on a somewhat regular basis. Meanwhile, the profit margin from buying an expesive magic item at half price form an adventurer and then selling it in a larger city at full price is significant, and thus it makes sense that that merchants would want to do that, limited to what funds they can aquire.

The system only really works if there's either something like a merchant guild (where they can pool together their aviable cash), or a bank of sorts (where the merchant can take on a loan to buy the magic item with cash he doesn't have), but for most settings that works out fine.

Get your low interest* business loans today at Bank of Abadar!

*25% APR subject to good tax standing.

Scarab Sages

AwesomenessDog wrote:
Derklord wrote:
sirmaniak wrote:
It doesn't make sense that a PC can sell an item for 57000gp but can't buy something for more than 7500gp.

It makes a lot of sense, actually. It is bad business practise to stock up on merchandise that a store will have a hard time selling, and thus a small town won't offer stuff that no one can or does buy on a somewhat regular basis. Meanwhile, the profit margin from buying an expesive magic item at half price form an adventurer and then selling it in a larger city at full price is significant, and thus it makes sense that that merchants would want to do that, limited to what funds they can aquire.

The system only really works if there's either something like a merchant guild (where they can pool together their aviable cash), or a bank of sorts (where the merchant can take on a loan to buy the magic item with cash he doesn't have), but for most settings that works out fine.

Get your low interest* business loans today at Bank of Abadar!

*25% APR subject to good tax standing.

I'm reading a series currently (The calamitous Bob) where a banking guild tries to put the squeeze on the main character when the new kingdom they've set up is still apparently vulnerable to get a lot of favorable terms for them that will harm it. Her response is to have her adopted daughter (a dragon) set up her own bank with reasonable rates and lending plus a firm flaming policy on those who try to cheat it.


Something tells me putting a dragon in charge of a bank is going to lead to a very high probability of a run on the bank as soon as anyone wants to make a withdrawal...

Scarab Sages

AwesomenessDog wrote:
Something tells me putting a dragon in charge of a bank is going to lead to a very high probability of a run on the bank as soon as anyone wants to make a withdrawal...

She has her own money funding it and has worked out all the costs to avoid risk. She just likes the idea of giving humans a small part of her gold in return for them working hard to pay her back more gold. She is also the adopted daughter of the ruler of the kingdom who has in the past defeated a neighbouring royal prince then poured gold down his throat as punishment for his actions. Only time she was ever afraid of her mother. So I doubt anyone is really going to try any shady manipulations any time soon.


I was more implying the dragon won't give up what they might now see as their hoard that is actually the lawful deposits of the citizens of said kingdom.

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