Subject[dq] Guild Valuations (principle)
FromMartin Dickson
DateTue, 1 Aug 2006 16:15:56 +1200
------=_Part_58642_20911407.1154405756524
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit
Content-Disposition: inline

Hi Folks,

Seeking beliefs / opinions on the principles of Guild Valuation.

It's been my understanding that the "Guild Valuation" (GV) put on items by
the GM handing them out is intended to be a "market" sale value.  And that
where those items have a known / normal value, that will be the GV.

E.g A standard healing potion sells for 500sp. If a party finds an item
(exactly) equivalent to a healing potion then the item will have a GV of
500sp.

E.g. Amulets of Luck sell for 2400sp. An amulet of Luck found on adventure
will have a GV of 2400sp.

Confirmation? Dispute?

This obviously doesn't provide actual values for unique / shaped items --
I'm just trying to confirm that my understanding of the principle is correct
(or in error). :-)

Cheers,
Martin

------=_Part_58642_20911407.1154405756524
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
Content-Disposition: inline

Hi Folks,<br><br>Seeking beliefs / opinions on the principles of Guild Valuation.<br><br>It's been my understanding that the &quot;Guild Valuation&quot; (GV) put on items by the GM handing them out is intended to be a &quot;market&quot; sale value.&nbsp; And that where those items have a known / normal value, that will be the GV.
<br><br>E.g A standard healing potion sells for 500sp. If a party finds an item (exactly) equivalent to a healing potion then the item will have a GV of 500sp.<br><br>E.g. Amulets of Luck sell for 2400sp. An amulet of Luck found on adventure will have a GV of 2400sp.
<br><br>Confirmation? Dispute?<br><br>This obviously doesn't provide actual values for unique / shaped items -- I'm just trying to confirm that my understanding of the principle is correct (or in error). :-)<br><br>Cheers,
<br>Martin<br>

------=_Part_58642_20911407.1154405756524--


-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --


SubjectRe: [dq] Guild Valuations (principle)
FromStephen Martin
DateTue, 1 Aug 2006 16:45:09 +1200 (NZST)
I have frequently seen standard items like Amulets, Investeds, Armour, and Weapons valued at cost
rather than suggested sale price.
The effect this has is that less total cash value is awarded, and getting standard items from loot
is effectively cheaper than buying retail.
This seems reasonable to me.


I also believe that there is a difference between Guild Market Value and general Market Value.
Many items are worth more to the right person in the world in general than they are to the average
guild member.  This is one of the ways that the guild makes money.
Some items are worth far more to guild members than to the world in general.

E.g. 1 A bag of magic beans that will produce a field full of healthy bean plants every year is
worth 500sp G.V. more as a curiosity than anything else, but to a land owner it is life long
income and would be worth more (if they had the cash).

E.g. 2 An item that lets you travel from another plane to your home plane is worthless to 99.99%
of the population but the bidding from guild members could easily pass 30,000.  But it would
probably have a GV of 10,000sp.

Overall I think the GV is a mix of the cost, value to average guild members, potential value to
the world, and the relative 'power' of the item.

Cheers, Stephen.

Martin Dickson wrote:
> Hi Folks,
>
> Seeking beliefs / opinions on the principles of Guild Valuation.
>
> It's been my understanding that the "Guild Valuation" (GV) put on items by
> the GM handing them out is intended to be a "market" sale value.  And that
> where those items have a known / normal value, that will be the GV.
>
> E.g A standard healing potion sells for 500sp. If a party finds an item
> (exactly) equivalent to a healing potion then the item will have a GV of
> 500sp.
>
> E.g. Amulets of Luck sell for 2400sp. An amulet of Luck found on adventure
> will have a GV of 2400sp.
>
> Confirmation? Dispute?
>
> This obviously doesn't provide actual values for unique / shaped items --
> I'm just trying to confirm that my understanding of the principle is correct
> (or in error). :-)
>
> Cheers,
> Martin
>


-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --


SubjectRe: [dq] Guild Valuations (principle)
Fromcarojono
DateTue, 1 Aug 2006 16:57:49 +1200
I see the GV as a value of items (often) at below Seagate street value, as
they are used/old/worn rare and often not useful to others. I feel it is
also a mixture of the "guild buy price" and not "the sale price" of an item.
I think that the guild often needs to sell some items that members do not
want, and this means that they should priced with care and lower than a new
one (so that they move and not left in the guild hands to on sell)

So I think:
GV is the value 'the guild buys' the items directly after the adventure and
before trasure split, and the value that they get sold back to the members
of the adventure. I would like to see items which are later (dsy sfter 3
months) sold back to the guild be worth 50% of the GV. Keep in mind that the
guild already tax its members at 40% (of the profit) from any business other
than adventuring.

Jono


-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of
Stephen Martin
Sent: Tuesday, 1 August 2006 4:45 p.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Guild Valuations (principle)


I have frequently seen standard items like Amulets, Investeds, Armour, and
Weapons valued at cost
rather than suggested sale price.
The effect this has is that less total cash value is awarded, and getting
standard items from loot
is effectively cheaper than buying retail.
This seems reasonable to me.


I also believe that there is a difference between Guild Market Value and
general Market Value.
Many items are worth more to the right person in the world in general than
they are to the average
guild member.  This is one of the ways that the guild makes money.
Some items are worth far more to guild members than to the world in general.

E.g. 1 A bag of magic beans that will produce a field full of healthy bean
plants every year is
worth 500sp G.V. more as a curiosity than anything else, but to a land owner
it is life long
income and would be worth more (if they had the cash).

E.g. 2 An item that lets you travel from another plane to your home plane is
worthless to 99.99%
of the population but the bidding from guild members could easily pass
30,000.  But it would
probably have a GV of 10,000sp.

Overall I think the GV is a mix of the cost, value to average guild members,
potential value to
the world, and the relative 'power' of the item.

Cheers, Stephen.

Martin Dickson wrote:
> Hi Folks,
>
> Seeking beliefs / opinions on the principles of Guild Valuation.
>
> It's been my understanding that the "Guild Valuation" (GV) put on items by
> the GM handing them out is intended to be a "market" sale value.  And that
> where those items have a known / normal value, that will be the GV.
>
> E.g A standard healing potion sells for 500sp. If a party finds an item
> (exactly) equivalent to a healing potion then the item will have a GV of
> 500sp.
>
> E.g. Amulets of Luck sell for 2400sp. An amulet of Luck found on adventure
> will have a GV of 2400sp.
>
> Confirmation? Dispute?
>
> This obviously doesn't provide actual values for unique / shaped items --
> I'm just trying to confirm that my understanding of the principle is
correct
> (or in error). :-)
>
> Cheers,
> Martin
>


-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --


SubjectRe: [dq] Guild Valuations (principle)
Fromdworkin@ihug.co.nz
DateTue, 01 Aug 2006 18:04:50 +1200
I use a magic 8 ball :.-)

Seriously, I value items using a 'what would I as a player
value them at' method. I also use the equipment guides as a
guideline. This means that mage armour is very, very
expensive and costs a small bucket to repair as well*.

William

*Assuming you know a smith who can fix magic armour


-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --


SubjectRe: [dq] Guild Valuations (principle)
Fromraro002@ec.auckland.ac.nz
DateTue, 1 Aug 2006 22:02:41 +1200
I don't think it's necessary to halve what a player would normally expect, if
the Guild is buying it off a player.

Doing this would put pressure on players to hold onto loot they would rather not
have, and I don't see what's gained by it.

Jim.



Quoting carojono <carojono@xtra.co.nz>:

>
> I see the GV as a value of items (often) at below Seagate street value, as
> they are used/old/worn rare and often not useful to others. I feel it is
> also a mixture of the "guild buy price" and not "the sale price" of an item.
> I think that the guild often needs to sell some items that members do not
> want, and this means that they should priced with care and lower than a new
> one (so that they move and not left in the guild hands to on sell)
>
> So I think:
> GV is the value 'the guild buys' the items directly after the adventure and
> before trasure split, and the value that they get sold back to the members
> of the adventure. I would like to see items which are later (dsy sfter 3
> months) sold back to the guild be worth 50% of the GV. Keep in mind that the
> guild already tax its members at 40% (of the profit) from any business other
> than adventuring.
>
> Jono
>
>
> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of
> Stephen Martin
> Sent: Tuesday, 1 August 2006 4:45 p.m.
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Guild Valuations (principle)
>
>
> I have frequently seen standard items like Amulets, Investeds, Armour, and
> Weapons valued at cost
> rather than suggested sale price.
> The effect this has is that less total cash value is awarded, and getting
> standard items from loot
> is effectively cheaper than buying retail.
> This seems reasonable to me.
>
>
> I also believe that there is a difference between Guild Market Value and
> general Market Value.
> Many items are worth more to the right person in the world in general than
> they are to the average
> guild member.  This is one of the ways that the guild makes money.
> Some items are worth far more to guild members than to the world in general.
>
> E.g. 1 A bag of magic beans that will produce a field full of healthy bean
> plants every year is
> worth 500sp G.V. more as a curiosity than anything else, but to a land owner
> it is life long
> income and would be worth more (if they had the cash).
>
> E.g. 2 An item that lets you travel from another plane to your home plane is
> worthless to 99.99%
> of the population but the bidding from guild members could easily pass
> 30,000.  But it would
> probably have a GV of 10,000sp.
>
> Overall I think the GV is a mix of the cost, value to average guild members,
> potential value to
> the world, and the relative 'power' of the item.
>
> Cheers, Stephen.
>
> Martin Dickson wrote:
> > Hi Folks,
> >
> > Seeking beliefs / opinions on the principles of Guild Valuation.
> >
> > It's been my understanding that the "Guild Valuation" (GV) put on items by
> > the GM handing them out is intended to be a "market" sale value.  And that
> > where those items have a known / normal value, that will be the GV.
> >
> > E.g A standard healing potion sells for 500sp. If a party finds an item
> > (exactly) equivalent to a healing potion then the item will have a GV of
> > 500sp.
> >
> > E.g. Amulets of Luck sell for 2400sp. An amulet of Luck found on adventure
> > will have a GV of 2400sp.
> >
> > Confirmation? Dispute?
> >
> > This obviously doesn't provide actual values for unique / shaped items --
> > I'm just trying to confirm that my understanding of the principle is
> correct
> > (or in error). :-)
> >
> > Cheers,
> > Martin
> >
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>


-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --