Demon Idol

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selling_treasure [2023-12-11 05:41] – [Rules extension] poemsselling_treasure [2024-12-22 15:53] (current) – external edit 127.0.0.1
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 If they choose to keep an unidentified item, one character must take ownership of the item. XP is only awarded when the properties of the magic item have been positively identified. In the case of magic items with multiple properties, partial XP can be awarded. The DM must track the identification status of magic items.((DM Note: It's helpful to assign an "ID" number to each magic item the players keep. For instance, if the players keep a potion you know to be a //philter of stammering & stuttering//, make a note that the potion is, say, ID 15 (or whatever count you're on). Tell the player the potion is ID 15 and have them write it down. This way, when a character goes to drink the potion, they can tell you that they are using potion ID 15, and not "uhhhh I think I got it in that one cave 8 months ago?" With the ID system, you will know exactly what the item is.)) If they choose to keep an unidentified item, one character must take ownership of the item. XP is only awarded when the properties of the magic item have been positively identified. In the case of magic items with multiple properties, partial XP can be awarded. The DM must track the identification status of magic items.((DM Note: It's helpful to assign an "ID" number to each magic item the players keep. For instance, if the players keep a potion you know to be a //philter of stammering & stuttering//, make a note that the potion is, say, ID 15 (or whatever count you're on). Tell the player the potion is ID 15 and have them write it down. This way, when a character goes to drink the potion, they can tell you that they are using potion ID 15, and not "uhhhh I think I got it in that one cave 8 months ago?" With the ID system, you will know exactly what the item is.))
  
-If they choose to sell an unidentified item, the characters will receive the full GP value of the item, even if they didn't know any of its properties. However, they cannot change their mind about selling at this point! Once the DM tells the players the value, the item is completely gone. There is absolutely no renegotiating, stealing-back of the item, or otherwise re-obtaining the item. This is the risk players take when selling an unidentified item. In return, players don'aren't made to feel that they are missing out on potentially tens of thousands of gold if they don't spend 2 hours of session item tinkering with the item.((Further explanation: This is a game mechanic that prevents item appraisal/identification not in the spirit of the game. The alternative we considered is making item identification an important part of follow-up to an expedition, with NPCs being able to scam PCs for much lower prices because the PCs fail to identify the item or part of its abilities, or at least the PCs getting much less GP than the item is worth. Not to mention a lot of game time, chat time, and/or downtime might need to be spent. Since most of us would rather slay dragons and plunder treasure than narratively poke at a weird magic cube for 2 hours, this is the system we agreed on. With it, identification methods are still valuable, but it’s the players’ choice whether they want to engage with that process for a particular item or if they just want to sell the item on the “open market.))+**If they choose to sell an unidentified item,** the characters will receive the full GP value of the item, even if they didn't know any of its properties. However, they cannot change their mind about selling at this point! Once the DM tells the players the value, the item is completely gone. There is absolutely no renegotiating, stealing-back of the item, or otherwise re-obtaining the item. This is the risk players take when selling an unidentified item. In return, players aren't made to feel that they are missing out on potentially tens of thousands of gold if they don't spend 2 hours of session item tinkering with the item.((Further explanation: This is a game mechanic that prevents item appraisal/identification not in the spirit of the game. The alternative we considered is making item identification an important part of follow-up to an expedition, with NPCs possibly giving much less GP than the item is worth because the PCs fail to identify the item or part of its abilities. Not to mention a lot of game time, chat time, and/or downtime might need to be spent. Since most of us would rather slay dragons and plunder treasure than narratively poke at a weird magic cube for 2 hours, or spend a session finding a buyer for a magic item, this is the system we agreed on. With it, identification methods are still valuable, but it’s the players’ choice whether they want to engage with that process for a particular item or if they just want to sell the item on the “open market" with the "no takebacks" rule.)) 
 + 
 +Note that full GP value will not be awarded if the seller did not even know the item was magic! For example, a magic gem "worth 100 gp" which is actually a magic gem of much more value would nevertheless sell for 80 gp (the 20% penalty for selling gems being applied), not the much larger sum. The seller must at least know that the item is magic in order to benefit from this rules extension granting full GP value. 
 + 
 +===== Selling magic items to PCs ===== 
 + 
 +If a PC wants to sell a magic item to another PC, no one receives "GP XP" for the sale. The PC that recovered the item receives "XP XP" for doing so, but never GP XP.((DMG 121, "Also remember that a character is assumed to retain an item, thus getting the low x.p. value for it, if he or she sells it to another player character.")) GP XP is only earned when the item is sold on the open market, and all items sold on the open market leave the game.((OD&D II Monsters & Treasure explicitly states that "open market" means "out of the game", and this makes sense for balance purposes. Allowing the players to keep a magic item and earn GP XP from it is basically double dipping. It's cool in-world to imagine higher level characters being customers/benefactors of lower level characters, but it is a big game balance issue and so is prohibited.))
selling_treasure.1702273269.txt.gz · Last modified: 2024-12-22 15:53 (external edit)