Goods & Markets (Greyhawk 4E)

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Greyhawk for 4E

This is a sketch of the economic system to be used in Greyhawk 4E. Greyhawk has a developed economy and a large market in magic items, able to find both buyers and sellers pretty easily.

Loot and Magic Items

This applies to valuables and magic items, as well as to ritual services and components.

  • The sell price 100% of base value.
  • The purchase price is 200% of base price
    • The purchase price is 150% of base price if you have an appropriate connection (usually trough an Affiliation)

Mundane Gear, Recepies & Consumables

This includes most normal gear, rituals and alchemlical formula, and potions. It does not include residium, which is treated as money.

  • The sell price of mundane equipment is 20%. This includes items not generally considered loot, such as non-magical weapons, armor, and personal gear. This includes reduction for gear damage.
  • The purchase price of mundane gear is 100% normal. This ensures you get well-made and maintained items.
  • If you make such gear yourself, the cost is 50% normal. This requires the appropriate abilities. This is the cost when allowed to copy rituals and recepies from someone else's collection (as opposed to buying them).

Notes

The reason for this generous system is to simplify division of spoils and inclusion of minor magic items. If a given treasure includes 10,000 gp worth of diverse items, some of this can be in magic items of a level equal to the party level and lower, and it does not affect the calculations if these items are kept or sold. This allows the DM to fudge minor magic items, including them in the general loot or specifying them as desired. It can even allow retconning such items into the stash after the fact. Only magic items of a level higher than the party's level need be specified.

This affects treasure parcels; each character can expect the following at each level.

  • One item of higher than the party's level. The average will be +2 levels. I expect about 3/4 of such items will be useful, and some of these less than optimal.
  • Monetary treasure with a total value of one item of the party's level.

This should leave the party with about the usual number of higher-level items and about twice the usual amount of gold. On the other hand, this gold will only buy the normal number of items of a level higher than the party level. Items of the party's level or lower will effectively become cheaper since there is more money going around. Rituals become cheaper and player control and motivation to create magic items greater.