Ability to Sell/Buy Equipment With Automatic Money Adjustment
This may already be included in the planned Inventory Improvement system, but there's no specific feature request that covers this (although there are some related ones I'll mention later).
Specifically, my request is that I be able to buy/sell equipment from the 'general' category (weapons, armour, tools, kits, adventuring stuff.. basically the items in the PHP) using D&D Beyond instead of having to add the item on D&D Beyond, record the cost, and manually adjust the money. Essentially something equivalent to thew way a buy interface works in a video game where you select/remove items, see a cost difference, and then accept.
This would be most useful when building a character using money (or even tweaking one with basic gear) as that's when you purchase the majority of these items. But it could potentially be useful too for restocking between adventures, depending on your game. The process for doing this manually isn't impossibly hard. But it could be made better.
The request for a magic item shop (https://dndbeyond.zendesk.com/hc/en-us/community/posts/360024715893-Magic-Shop-Random-Stock-Generation) would seem to be a super set of this functionality and better money management (https://dndbeyond.zendesk.com/hc/en-us/community/posts/360024176534-Better-Money-Management) would be a necessity for it.
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Like!
I would also like to see an exchange rate on this. Buying a new item will cost you more than selling the same item a week later, otherwise shops/traders would go bust. Have the DM able to set at a campaign level an exchange rate:
- Buying goods base price = BP (multiple the listed price in the PHB by this value, so a BP of 1.0 uses stock list prices)
- Selling goods base price = SP (multiple the listed price in the PHB by this value, so a SP of 0.7 means selling items only returns 70% of their BP value)
- [optional] Market variance = MV% (MV of 0.0 uses the BP/SP with no changes, MV of 10.0 uses a +/- 10% of the SP/BP to add some variation)
Our campaign has a BP of 3.0 so characters are having to scrimp coinage to buy things as it is a bit of an uncivilised setting and trade is beset by banditry forcing prices up.
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It would be nice to have an "Add" button next to a "Buy" button when viewing items in the equipment manager. If you click "Buy," it should ask you to confirm the amount that you are buying it for. If the item has no price in the PHB, this should pop up as a blank for you to fill in a custom amount. If the item already has a price in the PHB, the blank should be automatically filled with this number, but still be editable in the same way if you click on it.
Likewise, I would love to see a "Sell" button next to the "Remove" button when viewing your inventory. The sell pop-up can be populated with prices according to p. 144 of the PHB: weapons, armor, and other common adventuring gear should suggest half of their base price; magic items ought to pop up blank; gems, other treasure, and trade goods should suggest the full base price. Once again, all of these should remain editable and at the discretion of the shopkeeper/DM.
Currency conversions may need to happen automatically with this system - perhaps there can be a user setting in which you select if you want to favor spending larger coins or smaller coins first. (For ease of evaluating your wealth, it may be simpler to spend the larger coins first. But if you count the weight of coins against your encumbrance, you may want to always start with the smallest ones.) If something is worth a copper piece, but all you have is gold, the purchase should automatically make change for you.
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I really like this idea, but I often find that while DMing I will adjust the cost of things based on events. ie. armor costs more during a war, or a shopkeeper may try to swindle characters who seem to be tourists or not know the price of something. Adding this sort of feature will cause metagaming conflicts and/or players arguing about the value of something when they shouldn't know, or there are other circumstances driving the price up.
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Perhaps Automatic Pricing can be a toggle that the DM may disable. That's a good idea.
In response, I typically trust my players not to argue and metagame, but it may be considered that a person who lives in the world ought to know the price of common goods through life experience, even though the players might know it through the PHB. There may also be an in-character moment of surprise if something has been marked up and the character knows how much it used to sell for.
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The idea is sound but for Heavy RP campaigns where "Persuasion and Bartering" to negotiate prices
As Per XGtE:
Selling a Magic Item
Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found.
Resources. A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell.
Resolution. A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.
Magic Item Base Prices
Rarity Base Price* Common 100 gp Uncommon 400 gp Rare 4,000 gp Very rare 40,000 gp Legendary 200,000 gp *Halved for a consumable item like a potion or scroll
Magic Item Offer
Check Total Offer 1–10 50% of base price 11–20 100% of base price 21+ 150% of base price
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