| Post/Author/DateTime | Post |
|---|---|
| SilverShockwave06-01-06, 12:10 PM | Ok, so here's the situation: I have a wizard and a cleric in my party, and they both have almost all item creation feats. When I haven't quite got something for them to do, or I'm causing a realistic pause in adventure, these to get down and start creating magical items. So now they both have tons of badass items, that would make them so rich, that they wouldn't need to adventure anymore. This wasn't to much of a problem, other than the items abilities, because I used the nice balancer of, "Your in a village... their richest person could barely offored your cheapest item..." and that sort of excuses. But I made the HUGE mistake of getting them into a HUGE empire with lots of very wealth nobles... and they won't leave untill they've sold most of their items. This would inadvertantly give them a very good reason to leave the party and become rich ass nobles... and the party would go to the crappers if they left. So if you have any suggestions, I'll take 'em! |
| Shade_Damara06-01-06, 12:13 PM | Have them fight a Nightwalker and have it break all of their precious items. There are also Etheral Filchers, a high level rogue could try and follow them and steal their items while they sleep, along with all their gold so they can no longer afford to make items, although the easier of the three choices would be the Nightwalker. |
| Board_Rider06-01-06, 12:15 PM | Well, are you enforcing the creation times, costs, materials and XP loss? PCs can only afford to lose these things for so long. For an "in campaign" idea you could try this: Merchants (behind the scenes of course) have grown weary of the PCs and them taking the edge in the market. The merchants then begin to steal from the PCs directly, try to kill the PCs and even threaten some potential buyers. Hell, have the empires king warn the PCs to slow down their sales because the merchants are threatining to leave. |
| Ankalagon06-01-06, 12:16 PM | short of deliberate disjunction you have allowed it to happen so basically suck it up buttercup. Where did they get all the money to make them? Isn't the XP cost giving them a sting? In an empire there will be a lot of thieves and a lot of people out to do them down. Plus they would now probably be in competition with another magic item reseller who would not be very happy at the "ever filling shop of magic gizmos" peeing in his pond. |
| SilverShockwave06-01-06, 12:30 PM | Thanks, I'll have to try a few of these! |
| Chaot06-01-06, 12:46 PM | Why would you try to stop them? Seriously, they crafted their items, fair and square. Let them sell them, if there's a buyer. Let them become nobles. Let them set up an estate. Let the other adventurers crash at their pad. You now have a city campaign, full of roleplaying an intrigue, instead of a dungeon bashing game. Congratulations, it's a great way to go. The PCs will have to adjust to situations where killing isn't the most effective way to get things done. They have to adjust to the fact that two of them are wealthy, giving them certain advantages over the others. If the two PCs don't play nicely, then the other PCs just might take actions against them. Not to mention the social climbing and intrigue that just opened up in your game. Once the PCs buy something large, an estate, a bar, or whatever else (which they'll have to to protect their wealth), they are invested in your campaign world. Let them set up a magic shop. Let them work the black market. Let them become movers and shakers. Stealing their wealth is just GM fiat. It's cheap and easy. |
| TarlSS06-01-06, 04:35 PM | All businesses have to worry about theft and security, and competition. Remember all those games about theives guilds, guilds of assasins, and stealing magical items from towers and such? Now it's the reverse. The players now have all the magical items, so they'll want to hire adventurers and make dungeons to protect their investments. Suddenly the incompetance of good help and monsters becomes a liability instead of an asset. |
| Crash0123456789006-01-06, 04:59 PM | They have to pay half the items costs in materials and then they sell for half price. I fail to see the problem here, they're merely breaking even. |
| Arganis06-01-06, 05:14 PM | They have to pay half the items costs in materials and then they sell for half price. I fail to see the problem here, they're merely breaking even. No... The market price for an item that can be constructed with an item creation feat is usually equal to the base price plus the price for any components (material or XP). The cost [to create] in gp is 1/2 the market price, and the cost in XP is 1/25 the market price. Mathematically, if you create items to sell, you make 500gp per day. Hands down. |
| kelvinaw27306-01-06, 06:14 PM | Have a party of evil adventurers break in and steal the lot, leaving them bleeding and close to death |
| Merovech06-01-06, 06:30 PM | The problem with D&D economics is that there is a fixed 'market' price. In a large, rich, city, chances are there will be many other magic item sellers, and thus lots of competition. Reduce their margins substantially. (Of course, this means that the rest of the party will likely want to go on a shopping spree because if the PCs can only get 10% over production costs, then that will logically apply to other retailers.) One thing you could do is tie them up with red tape. If you want to sell magic items, you need a license, which requires citizenship. Don't have citizenship, well, we can give you a temporary merchant's pass for 1000g/day. That will allow you to sell up to 100,000g worth of magic items. Tax is 10% and you'll need to pay an appraisal fee of 50g per item, and an identification fee of 100g per item, and a filing fee of 75g. However, it's a holiday right now, so the clerks office will be closed. Normal office hours are 11-3, Monday -Thursday. Of course, you'll need magic item insurance, since you'll be liable for the actions of the people you sell them to. Do you have the necessary resources to run background checks on your customers? After all, not just anyone can buy all magic items. Oh, and you can't sell any magic weapons, magic armor beyond +1 leather, rings of protection +2 or wands/scrolls/etc. with the following spells. |
| Timlagor06-01-06, 07:41 PM | No... Mathematically, if you create items to sell, you make 500gp per day. Hands down. The 1xp/25gp doesn't qualify as an "xp cost" for the price. It's only referring to extra xp costs incurred by the spells used. Compare to the priced items in the DMG: the market prices are right there and the creation costs 50% of that (+1xp/25gp). If they are getting into the business of selling magical items and taking the time to seek out buyers and wait for someone willing to pay the full price or taking orders then they should obviously get more than the 'adventurer's' price which seems to be based on teh premise of wandering into town from the dungeon wanting to get cash quick so you can buy a better sword and go bash in some more monsters. If they're playing Crafters and Merchants instead of Dungeons and Dragons then they should be able to make money: PCs are talented individuals after all. There are plenty of monsters that will rapidly destroy items. Killing PCs tends to cut into their cash too. Are they keeping all this wealth to themselves rather than sharing with the party? If the party splits, you can have them draw up new characters. |
| Vaelan06-01-06, 09:40 PM | This would inadvertantly give them a very good reason to leave the party and become rich ass nobles... and the party would go to the crappers if they left. Tell them they can't buy their way into nobility. Then apply the 50% rule, which is as follows... 1. You only sell items for 50% of market value. 2. If you aren't part of a guild, the tax rate is 50% (gross, not net). 3. If you manage to make an exceptional amount of money, thieves target you and steal 50%. Mass production of magical items will not be profitable under the 50% rule. |