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20:35, 19th April 2024 (GMT+0)

Selling captured equipment...

Posted by RothFor group 0
Roth
player, 2 posts
Dark and Brooding
Wed 30 Aug 2017
at 20:50
  • msg #1

Selling captured equipment...

I have read a few times about how the weapons and armor taken from monsters are worthless, and thus are not able to be treated as treasure.  While I might be able to buy into the concept that zombies or skeletons might have items that are being held together by the same magic that is animating them, and could litterally, break , rust away or turn to dust as they expire.  I could even buy that some species such as goblins or darlings known for living off the waste of other civilizations cast offs might have a pseudo magical racial ability to mate use of broken items as if they were unbroken items.  However, otherwise I object with the premise that as a general rule, that the weapons that momentarily ago were good enough to hit without penalty, and do full damage to the heroes is otherwise suddenly worthless, piles of useless trash with no purpose.

Now, I'm fine with it becoming questionable if it is worth the weight of transporting it, but even broken items have potential value as raw materials that might be reclaimed.  Obviously, you would get even less for that than the standard half value.

I figure that the standard sale of items for half price presumes an item of decent like new or gently used state, and reasonable chance that someone else in the vicinity might want to buy it.

If you stray from that, I think it justifies reducing how much you could get.  If some people can buy broken items for around half price, that would mean that a person who sells a broken item should expect no more than a quarter of list, and potentially less than that.  In theory, any item may consist of about 1/3 its value in raw material, although you might not reclaim all of it. But, based on that outside of exceptional situation, you would expect to get no more than one half the retail price of materials for broken items sold for scratch.  That would mean normally something between nothing and one sixth it's list price.  If a particular raw material involved is so sought out it might qualify as a Trade Good, you might be able to justify up to one third its list, unless the material has an elevated value there.

Something else to consider is the type of raw material.  If you have goblin weapons, made of bone or stone and try to sell them to your village which primarily makes its tools of iron and steel, it might be difficult to find a buyer for your raw materials.

So this may leave you in a position where you say, but you just said all that equipment was s now worthless.  But, that depends on your market, and it also is importantant to note that if the weapons started out as bone that affects their combat use when used against the heroes.  And if they meet some bone using tribesmen, they might buy the supplies.

Also keep in mind, quauntity affects need and sale ability of items.  While selling a long sword and perhaps dagger at a small shop in a small village may seem reasonable.  Selling a score of swords and daggers may not seem like a good investment for a shop unless there is a short supply and great need.  It might be more reasonable for a big city, so again target market becomes important.  Excess items woul potentially be accepted at a discounted cost closer to the raw materials cost up to some quantity they consider reasonable.

Other factors can come up, such as appearances of it seeming stolen, or contraband in nature.  If swords and large blades are controlled items, selling them might be dangerous/risky and that might impact your take.
This message was last updated by the player at 20:50, Wed 30 Aug 2017.
Loot and Supplies
Utility, 4 posts
Are you sure you need it
Sun 1 Jan 2017
at 20:54
  • msg #2

Selling captured equipment...

   "Bones-of-Life": "naturally occuring" common" materials; wood, fiber, thorn, bone, antler, horn, ligiment, rawhide.
  These weapons in most cases are constructions of combined materials using the innate charatoristics of a given materials form or subtance to build the weapons such as thorns, their points, etc. The problem with these creations is the maintaince is little more than continually rebuilding the item. Since "everyone" in a clan or tribe can derive and make these cultural creations an and the materials from which they are made. There is no need for a Skill [Profession ("bones of Life) Weapons Wright)] and Profession (Weapons Wrights) of other materials would disdain something " anyone" can make.
  In most cases I would say these were made by the person/creature using them.I think some where that such weapons need to make a saving throw when used in certain situations.  I would rule that for each such session. if the tool wasn't "repaired"/rebuilt the tool gains penalty on the next save. for primitive tool users this rebuild/maintanance is as normal as sharpening a dagger to a city dweller.

   "Bones-of-Earth": the fact is this is no different then above except for the fact you use Skill; Craft (knapping) to work the stone, you can take a stone arrowhead and resharpen it by Knapping of new flakes to rebuild the edge.  but like most crafts you don't actually need the skill to use it.

   "Tears-of-Stone": lead (campfire), tin (campfire), copper "soft copper" (pottery-kiln), bronze; arsenic "hard copper" [a common contaminant of copper], bronze; tin [harder yet], silver, gold, electrum (gold; silver [contaminant?]) "white-gold".
  Edged tools will have to be sharpened all the time to keep even the worst edge on anything but bronze. All will "break" [or bend to uselessness] easily even bronze.  But casting requires little beyond a good fire and soft clay. so if you have the lead, tin, copper or bronze, all you need to do is a simple recast of the axe head or knife/dagger.  and with some sharpening you are good to go.

   I did wonder about a "campaign feat; Jack of Tribal Skills; that allowed the holder to gather listed tribal specific Bones and Tears and make tribal tools and weapons.
  [also was thinking of as set of "?Traits" called "Jack of Skills' which basicly translate into 1st edition secondary skills.]


   There would be one type of Bones-of-(*) weapon that Might cause the Item to be worth more I don't remember how they say to do it but basicely a work of art roll on performance in an attempt to creat the item as a work of art.
    I remember reading some where a native American Proverb about not marrying a woman obsessed with making and decorationg bitch bark storageware since she will seldom want to do any of the other normal things woemon need to do.. you suddenly realized they had a different attitude toward artists.  Except that I'll bet many parents would advise against marrying an artist.

   As usual I was annoyed with the fact that what the NPC classes came from in 1st edition, was only allowed 1/2 experience points if adventuring, and only got full from working.  Until I realized that you could give them full experiance points for work related treasure.
 The way I look at it if you have Professional (*) you could instead of getting 1/2 off take only a listing Brokers fee off the value and keep the rest.  Though this would require listing the items in a Brokers Book with professional discription. Allowing professional Brokers to secondary list such things or allow guuild members of the  listing professional to see what is offered without bothering to check the items personally except on reciept.
Loot and Supplies
Utility, 7 posts
Are you sure you need it
Mon 21 Aug 2017
at 02:14
  • msg #3

Selling captured equipment...

Dwarven Steel; I started to wonder about dwarven gifts and special craft work.  The wild and lizard folk lack of trust in iron & steel, due to rust?rot concerns, gave me the idea of Dwarven steal being quenched I certain special items. ie only the cutting edge of a blade rusts.
   Armor not so much as surface damage will cause loss of protection there, this is like the blueing and browning of rifles but not so obvious. I am not sure that this would even cost more, it would Require a dwarven forge [a euphemism for access to dwarven forging supplies] and the work would need to be re-quenched in the secret sauce to be repaired.

This would give a reason for dwarf work to have a reputation for being better since it lasts better in wet conditions.
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