![]() ![]() Likewise the weapons are not intended to be a revenue source, so we just assume that they are damaged and don't carry full value. By default, the "art" and gems stuff is mostly there to provide flavour rather than forcing PCs to haggle at everything. So if the PCs find 5 diamonds worth 50gp each, it's expected that they will get 250gp, just as if they had found 250 gold coins. Things found as "loot" are meant to fetch full value. ![]() Arms, armor, and other equipment fetch half Objects, and trade goods you find during adventures are automaticallyĬonverted to their full value in gold and divided up among theĪdventurers in your group. That question is point to Wizard's official Adventurer's League material, part of their Organized Play.Īt the end of an episode or adventure (and sometimes during anĪdventure), you can buy or sell mundane items. One good marker here come from this question. Merchants generally sell things for the base price, or 10% less if a player haggles well.Īs long as your group is happy with the amount of time spent on dealing with buying and selling items, and you don't feel like the players are getting too much money, then you're doing it right. If a player wants to haggle, I let them, and give them an extra 25% if they do well, which ends up being 62% of the base price. The rule in 3rd Edition was that you could sell an item to a merchant for half the listed buy price, and that's what I have always used as my base. I've been running various editions of D&D for years now, and I haven't found much difference in player reactions whether the discount was 5% or 50%. It's more important to make the players feel like they're getting a better or worse deal than actually effecting the mechanics of what items they can bring with them.Īs far as how to adjudicate haggling in play: the actual numbers that you adjust the purchase and sale prices by don't matter very much. If your players are more interested in the social aspects of the game, then maybe they'll have more fun if they can have a real relationship with their local merchants. If your players are mostly interested in dungeon delving and killing evil monsters, then they might get bored if there's a long haggling session every time they go back to town. However, haggling and price adjustment can have a large effect on how your players feel about the world. Adjusting prices up and down a little bit won't have a large mechanical effect on play. Most of the adventuring gear that you can buy will come fairly cheaply by mid-level, and there isn't much listed to buy after that. Money isn't something that's super important in 5e, unlike in the two previous editions. This is going to depend more on your personal DMing style, and what kind of play your group is interested in than any rules consideration. I've found that offering things like this can prompt the players to experiment more with what's offered for sale. The blacksmith might be willing to toss in some nice swords in exchange for that armor, or the herbalist might offer a potion to cover the 50gp gap. I also play around with offering goods in exchange. 50 gp from small merchants / large cities or moderate merchants / small citiesĪlthough it's a fairly rough system, there have been no complaints from players about the economy so far. 250gp from moderately sized merchants in larger cities. I also try to keep in mind that there's something of a hard cap that merchants have to deal with - a roadside peddler cannot, under any circumstances, afford to pay out 500gp for magic slippers. I try to keep away from improvising too much on prices, as I've found that I get too lenient otherwise.Īs for selling, I generally start off with a pretty low offer - 25% sounds about right. It gives you a rough idea of what's considered cheap or expensive, and also gives some nice options for what sort of locale the shop is in. Personally, I've been using a shop catalog that /u/jrobharing came up with on reddit. ![]()
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