Item Rules

Loot

You will most likely receive items and other loot in game. Loot found during an adventure is to be shared with the entire party. The adventurers will distribute the loot among themselves, but the DM has the final say in the distribution.

You can sell this to an NPC for half value. This means item grinding is allowed. Currency is important in game. Track your gold carefully, DM's will check once in a while to make sure you aren't cheating.


Item trading

You can gain a tradable item in two ways. When you gain an item in a session, or it is provided in character creation, it is considered to be tradable the moment it is gained. When you buy an item, it is considered tradable after a month. When an item is traded, this item is considered un-tradable until a month has passed, at which point it is considered to be tradable again. (See exceptions)

When you wish to trade an item, it should be transcribed as a forum post within the #item-trading forum. The title should follow the format listed below. When a mistake is made within this post, it should be fixed with an addendum post, not an edit. When a trade has been accounted for in the dm-notes by a dm, the forum post will be locked.
Note: Gold acquired by a trade is immediately distributable to other players who have helped in acquiring the item

Format

Title: [Item and or currency] to [Character name recipient] for (when necessary) [item and or currency]

Post: I [discord tag player 1] wishes to trade a [Item and or currency player 1] with [discord tag player 2] for [Item and or currency player 2]

Exceptions

  1. Custom and crafted items cannot be traded. These include items specifically crafted for you by an NPC, poisons from the poisoner feat, Healing potions and antitoxin from the herbalism kit, arrows and bolts from woodworkers tools, acids and alchemist fire from Alchemist tools, and other crafted items.


Equipment Refitting

In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, A burly half orc wont fit in a halflings leather armor and an gnome would be swallowed up in a cloud giants elegant robe. The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guards uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.

Using this variant, when adventurers find armor, clothing and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker or similar expert to make the item wearable. For Domos that will mean the following:

Armor Refitting

Every armor will come with a cost, depending on the rarity of the armor. Magical armor will be even more expensive to resize.

Non-Magical Armor

Every non-magical armor will have a cost of 15% of the original armor cost. For example: Leather armor normally costs 10 GP, so if a player wants to resize the armor, they would have to pay 15% of the normal cost. In this case would that be 2 gold (1,5 rounded up).

Splint armor normally costs 200 GP, so if a player wants to resize the armor, they would have to pay 15% of the normal cost. In this case would that be 30 GP.

Magical Armor

Magic armor (included +1, +2, +3) needs more attention so the cost will be higher. If the armor is magical and they want it to be resized, we first have to look at what kind of rarity the armor is:

  • For Common armor, take 15% of the original cost.

  • For Uncommon armor, take 20% of the original cost.

  • For Rare armor, take 25% of the original cost.

  • For Very Rare armor, take 30% of the original cost.

  • For Legendary armor, take 40% of the original cost.