I worked it out in a spreadsheet. Using the values from trade goods, plate armor would require this or something similar:
12 lbs of Gold (600 gp) 29 lbs of Silver (145 gp) 24 lbs of iron (2.4 gp) This takes us to 65 lbs that costs 747.4 GP, and I assume there is a little bit left for some leather straps for ties and such.
Fancy schmancy.
Fabricate would convert this to plate armor. If you pay cash to a merchant you get a 20% discount. But you can exchange trade goods for them if you want.
If we look at the rules for crafting nonmagical items, raw materials are an input that is not called an item, and there is no suggestion that they can be crafted, and we can presume that the crafter feat is using the same definition. However, there are some spell components, such as the bowl for heroes' feast, that are essentially art objects rather than raw materials, in which case you would think they can be crafted.
I honestly do not get the argument that it wont work on the materials.
The wording suggests that the intention is to buy finished goods at a discount. That's all there is to it. I believe that "item" only refers to finished goods.
I see no such suggestion in the wording. It just says Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
Item in no way implies finished good as far as I know. Maybe if it had called it gear or equipment I can see that argument. But a bar of iron is an item. A bag of flour is an item.
Regardless of the rules as written, we would very much like to avoid any infinite money glitch such as would occur if you could buy trade goods at the 20% discount. So the discount should not apply to any form of cash, whether it be coins or trade goods. But if the things you are buying at a discount are not magic items (per RAW) or a form of cash (per obvious RAI) and cannot be sold for more than you bought them for, there should be no issue. NPC merchants might have ways to buy and sell goods at a profit, but such methods definitely should not be available to PCs or their servants or associates.
Regardless of the rules as written, we would very much like to avoid any infinite money glitch such as would occur if you could buy trade goods at the 20% discount.
Hm. That argues for the 20% cost reduction to only apply to things that sell for half their cost -- which means only equipment, not trade goods or valuables.
Regardless of the rules as written, we would very much like to avoid any infinite money glitch such as would occur if you could buy trade goods at the 20% discount. So the discount should not apply to any form of cash, whether it be coins or trade goods. But if the things you are buying at a discount are not magic items (per RAW) or a form of cash (per obvious RAI) and cannot be sold for more than you bought them for, there should be no issue. NPC merchants might have ways to buy and sell goods at a profit, but such methods definitely should not be available to PCs or their servants or associates.
To some degree but if trade goods sold for what they cost you would not trade them outside bartering to the dude next door as transportation has a cost. But yes you should not be able to buy 100 pounds of wool at a 20% discount and then resell it next door at full cost. But if you got a better deal on wool, traveled with it to a nearby city and sold it for more, have at it. But when its something like a gold bar which is valued purely on its weight compared to gold piece weight, that would be like buying 10 gold for 8 gold. But how is this handled for a lantern, if I get a 20% discount on a lantern couldn't I resell it at full price or at a 10% discount undercutting the merchant and making money. Presumedly the DM is what will stop that as a infinite money glitch, the same as trade goods. You can be the guy who starts the process of buying up all the playstations at launch and then reselling them.
Regardless of the rules as written, we would very much like to avoid any infinite money glitch such as would occur if you could buy trade goods at the 20% discount. So the discount should not apply to any form of cash, whether it be coins or trade goods. But if the things you are buying at a discount are not magic items (per RAW) or a form of cash (per obvious RAI) and cannot be sold for more than you bought them for, there should be no issue. NPC merchants might have ways to buy and sell goods at a profit, but such methods definitely should not be available to PCs or their servants or associates.
I don’t think its an issue at all. The trade goods have a “value” but only maintain that value on a cashless transaction. If you sell them back for gold a merchant will only give you 50%. You buy them at 80% and sell back at 50%….. you lose.
But if you craft you can sell them for more, at least 100%.
Fabricate makes it basically an instant profit. You could probably buy the materials in a shop, go out back, cast fabricate, and walk right back in and sell the new merch. The merchant stands to make 100% on their investment so I can’t see why they’d protest.
Obviously there would be some role play involved but the mechanics are strong.
If we look at the rules for crafting nonmagical items, raw materials are an input that is not called an item, and there is no suggestion that they can be crafted, and we can presume that the crafter feat is using the same definition. However, there are some spell components, such as the bowl for heroes' feast, that are essentially art objects rather than raw materials, in which case you would think they can be crafted.
RAW it says you need raw materials equal to half the value of the crafted item. This is the PHB. In the DMG they list out more details for trade goods which are the costly raw materials in treasure hordes.
Logically You must purchase the raw materials from a merchant or gather them from the environment. Their availability is up to the DM. And in the DMG it lists them in the Treasure section under trade goods and has special rules for them.
A DM might decide to skip the drawn out narrative of going to a shop but that is what basically needs to happen if its gold directly.
Most of your down time is going to be in a city or village anyway so I don’t see why this would not be the case.
I don’t think its an issue at all. The trade goods have a “value” but only maintain that value on a cashless transaction. If you sell them back for gold a merchant will only give you 50%.
Incorrect. See the box here; trade goods and valuables sell for 100%.
I don’t think its an issue at all. The trade goods have a “value” but only maintain that value on a cashless transaction. If you sell them back for gold a merchant will only give you 50%.
Incorrect. See the box here; trade goods and valuables sell for 100%.
I see that. I withdraw my former statement. I forgot about that snippet.
In any case, I think a DM would rule that a merchant would simply not pay full price for what they just sold for 20% off. So you’d have to go to another merchant.
But that of course raises the question, is the money loop intended? Buy low, sell high? I mean that is essentially the whole point?
The merchant though would have a cash limit probably. So once they run out of gold, no more exploit. Still, its pretty awesome.
Also it raises the question of why craft at all if you can just flip trade goods? By trading?
I guess we all just discovered how to become a merchant.
Honestly though if you play around with a random 5e 2024 treasure generator set to implements theme you can estimate how much trade goods you would get in a random dungeon encounter.
I haven’t tested this but using a random treasure generator I am wondering which treasure theme would allow us to craft faster. I assume implements would because you could make something directly with goods found but I am unsure of how the RNG would play out across 10-20 payouts.
I am asking this from a DM point of view for a homebrew campaign or one shot adventure. It would be interesting to test this out. I wish I had the time.
You cannot craft directly with Trade Goods. Trade Goods are effectively a replacement for currency, but you can't make Plate Armor with 375 pounds of cinnamon. Even if you divide that into pounds of cotton, iron, and linen, you would not have raw materials for Plate Armor. Trade Goods just exist to represent trade without currency.
Mounts are creatures, but they are listed as items in the Equipment section. Objects are defined as "discrete, inanimate items" so this aligns. It is consistent. You have failed to provide a case of an item that is not an end item.
Raw Materials are required to make an item. I don't see anywhere that they are referenced as items. They are never itemized as you need this much leather, this much cotton, this much iron, this much nickel, etc. to make Plate Armor. Mechanically, you just throw gold onto some Smith's Tools and have at it. It's not even clear if you are actually manufacturing from scratch, creating the alloy or just assembling the bits you picked up at the market. If you are smithing armor from scratch, are you carrying around, a portable forge, anvil, and other tools for 20 GP and 8 pounds?
No. Raw materials are just an abstracted resource. They are prerequisites to crafting an item, not items themselves.
LOL what?
Trade Goods are listed as treasure with a cash value. These are items with a cash value.
Yes, Trade Goods are in effect a currency and not raw materials. You can purchase your raw materials with Trade Goods or standard minted coins. You can buy your 750 GP worth of raw materials for Plate Armor with 750 GP or 250 Pigs, but can't use your Smith's Tools on either directly, even if you are talking about 7,500 pounds of iron. You have to trade the Trade Goods in for raw materials first.
I honestly do not get the argument that it wont work on the materials.
The wording suggests that the intention is to buy finished goods at a discount. That's all there is to it. I believe that "item" only refers to finished goods.
I see no such suggestion in the wording. It just says Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
Item in no way implies finished good as far as I know. Maybe if it had called it gear or equipment I can see that argument. But a bar of iron is an item. A bag of flour is an item.
Raw materials are never referred to as items and are treated as nebulous abstractions. I don't think they are meant to be included. As an aside, given the low value for the weight, I think the Iron trade good may be unrefined ore and not iron ingots.
You cannot craft directly with Trade Goods. Trade Goods are effectively a replacement for currency, but you can't make Plate Armor with 375 pounds of cinnamon. Even if you divide that into pounds of cotton, iron, and linen, you would not have raw materials for Plate Armor. Trade Goods just exist to represent trade without currency.
Mounts are creatures, but they are listed as items in the Equipment section. Objects are defined as "discrete, inanimate items" so this aligns. It is consistent. You have failed to provide a case of an item that is not an end item.
Raw Materials are required to make an item. I don't see anywhere that they are referenced as items. They are never itemized as you need this much leather, this much cotton, this much iron, this much nickel, etc. to make Plate Armor. Mechanically, you just throw gold onto some Smith's Tools and have at it. It's not even clear if you are actually manufacturing from scratch, creating the alloy or just assembling the bits you picked up at the market. If you are smithing armor from scratch, are you carrying around, a portable forge, anvil, and other tools for 20 GP and 8 pounds?
No. Raw materials are just an abstracted resource. They are prerequisites to crafting an item, not items themselves.
LOL what?
Trade Goods are listed as treasure with a cash value. These are items with a cash value.
Yes, Trade Goods are in effect a currency and not raw materials. You can purchase your raw materials with Trade Goods or standard minted coins. You can buy your 750 GP worth of raw materials for Plate Armor with 750 GP or 250 Pigs, but can't use your Smith's Tools on either directly, even if you are talking about 7,500 pounds of iron. You have to trade the Trade Goods in for raw materials first.
I honestly do not get the argument that it wont work on the materials.
The wording suggests that the intention is to buy finished goods at a discount. That's all there is to it. I believe that "item" only refers to finished goods.
I see no such suggestion in the wording. It just says Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
Item in no way implies finished good as far as I know. Maybe if it had called it gear or equipment I can see that argument. But a bar of iron is an item. A bag of flour is an item.
Raw materials are never referred to as items and are treated as nebulous abstractions. I don't think they are meant to be included. As an aside, given the low value for the weight, I think the Iron trade good may be unrefined ore and not iron ingots.
Almost nothing is directly referred to as an item. They are equipment, gear, weapons, armor, tools etc. My assumption is they are just expecting you to use the normal definition of item. And raw materials by the normal definition is considered an item.
Almost nothing is directly referred to as an item. They are equipment, gear, weapons, armor, tools etc. My assumption is they are just expecting you to use the normal definition of item. And raw materials by the normal definition is considered an item.
Given that the feat is 'crafter', my assumption is that it has the same meaning as in the section on "crafting an item", and the rules on crafting items do not allow crafting raw materials (you are required to have an appropriate tool proficiency, and all tool proficiencies list which PHB items they can craft -- none of which mention trade goods or treasure. Even ones that really seem like they should, like Jeweler's Tools).
You cannot craft directly with Trade Goods. Trade Goods are effectively a replacement for currency, but you can't make Plate Armor with 375 pounds of cinnamon. Even if you divide that into pounds of cotton, iron, and linen, you would not have raw materials for Plate Armor. Trade Goods just exist to represent trade without currency.
Mounts are creatures, but they are listed as items in the Equipment section. Objects are defined as "discrete, inanimate items" so this aligns. It is consistent. You have failed to provide a case of an item that is not an end item.
Raw Materials are required to make an item. I don't see anywhere that they are referenced as items. They are never itemized as you need this much leather, this much cotton, this much iron, this much nickel, etc. to make Plate Armor. Mechanically, you just throw gold onto some Smith's Tools and have at it. It's not even clear if you are actually manufacturing from scratch, creating the alloy or just assembling the bits you picked up at the market. If you are smithing armor from scratch, are you carrying around, a portable forge, anvil, and other tools for 20 GP and 8 pounds?
No. Raw materials are just an abstracted resource. They are prerequisites to crafting an item, not items themselves.
LOL what?
Trade Goods are listed as treasure with a cash value. These are items with a cash value.
Yes, Trade Goods are in effect a currency and not raw materials. You can purchase your raw materials with Trade Goods or standard minted coins. You can buy your 750 GP worth of raw materials for Plate Armor with 750 GP or 250 Pigs, but can't use your Smith's Tools on either directly, even if you are talking about 7,500 pounds of iron. You have to trade the Trade Goods in for raw materials first.
I honestly do not get the argument that it wont work on the materials.
The wording suggests that the intention is to buy finished goods at a discount. That's all there is to it. I believe that "item" only refers to finished goods.
I see no such suggestion in the wording. It just says Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
Item in no way implies finished good as far as I know. Maybe if it had called it gear or equipment I can see that argument. But a bar of iron is an item. A bag of flour is an item.
Raw materials are never referred to as items and are treated as nebulous abstractions. I don't think they are meant to be included. As an aside, given the low value for the weight, I think the Iron trade good may be unrefined ore and not iron ingots.
Raw Materials
To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available
——
The key word is appropriate. This implies that there are specific raw materials required and DM determines this.
This is not an abstraction but a thoughtful process using trade goods and the environment/vegetation.
As a DM you could determine none are available if you hate crafting. But I think crafting unique magic items could be a blast with the right team and campaign.
If we look at the rules for crafting nonmagical items, raw materials are an input that is not called an item, and there is no suggestion that they can be crafted, and we can presume that the crafter feat is using the same definition.
Yeah they seem to make a distinction since to make an item, you need raw materials worth half its purchase cost i believe Crafter Discount apply to crafted nonmagical item rather than raw mateial.
Almost nothing is directly referred to as an item. They are equipment, gear, weapons, armor, tools etc. My assumption is they are just expecting you to use the normal definition of item. And raw materials by the normal definition is considered an item.
Objects are discrete inanimate items. Almost every entry in the equipment section is listed as an item in the table. Raw materials, however, are prerequisites for making items, and never referenced as items themselves. They only use "item" to refer to end products.
The key word is appropriate. This implies that there are specific raw materials required and DM determines this.
This is not an abstraction but a thoughtful process using trade goods and the environment/vegetation.
That is irrelevant. Raw materials are still not an item. It never tells you what those appropriate materials are. Does it? It's a nebulous abstraction in the form of coin you pay to make an actual item. Trade Goods can be used as a substitute for coin, but you aren't crafting the item from the collected Trade Goods. I'm sure there's a fantasy RPG out there, or a D&D 3rd Party Supplement that goes into detail about crafting, with the steps, proper tools, and raw materials, but this isn't it. Raw materials are a GP requirement for crafting items and abstracts the actual ingredients and services required to craft an item.
The DM determines if RAW materials are available. The DM decides if you have more or less starting equipment. The DM decides when you find a Magic Item. The DM determines what information you learn researching in a Library. These statements just explicitly limit player agency on these topics behind a DM gatekeeper. Are you sitting in an iron mine and want to use Fabricate to make Plate Armor? The DM says appropriate raw materials are not available.
RAW they leave the “appropriate” open to DM discretion. Yes the DM is a gatekeeper. What I am saying is it implies there are appropriate and inappropriate raw materials, it is not just an input or a nebulous transaction. As you said before, you aren’t going to make plate armor with 300 pounds of cinnamon. but you could trade it for iron, silver, and gold.
If you killed a young dragon and got a bunch of trade goods in the horde, you could swap them for other trade goods you need from a merchant, right?
If trade goods did not exist I would jump on board with the nebulous abstraction approach. But because they exist and can be traded and purchased, I think that is RAI raw materials.
RAW they leave the “appropriate” open to DM discretion. Yes the DM is a gatekeeper. What I am saying is it implies there are appropriate and inappropriate raw materials, it is not just an input or a nebulous transaction.
As you said before, you aren’t going to make plate armor with 300 pounds of cinnamon. but you could trade it for iron, silver, and gold.
If you killed a young dragon and got a bunch of trade goods in the horde, you could swap them for other trade goods you need from a merchant, right?
If trade goods did not exist I would jump on board with the nebulous abstraction approach. But because they exist and can be traded and purchased, I think that is RAI raw materials.
Trade Goods are not raw materials. Trade Goods are functional substitutes for Platinum, Gold, Silver, and Copper.
i'd say the Trade Goods for 1 lb. of iron, copper, silver, gold or platinum can be crafted item or raw material, in which the value comes from net weight despite the superior manufactured value it may have.
For example the value of a 1 lb. silver statuette is 5GP or equal to 1 sq. yd. of linen, even if it's worth 50 GP due to workmanship, rarity etc .
I worked it out in a spreadsheet. Using the values from trade goods, plate armor would require this or something similar:
12 lbs of Gold (600 gp)
29 lbs of Silver (145 gp)
24 lbs of iron (2.4 gp)
This takes us to 65 lbs that costs 747.4 GP, and I assume there is a little bit left for some leather straps for ties and such.
Fancy schmancy.
Fabricate would convert this to plate armor. If you pay cash to a merchant you get a 20% discount. But you can exchange trade goods for them if you want.
Other items are probably more straight forward.
If we look at the rules for crafting nonmagical items, raw materials are an input that is not called an item, and there is no suggestion that they can be crafted, and we can presume that the crafter feat is using the same definition. However, there are some spell components, such as the bowl for heroes' feast, that are essentially art objects rather than raw materials, in which case you would think they can be crafted.
I see no such suggestion in the wording. It just says Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
Item in no way implies finished good as far as I know. Maybe if it had called it gear or equipment I can see that argument. But a bar of iron is an item. A bag of flour is an item.
Regardless of the rules as written, we would very much like to avoid any infinite money glitch such as would occur if you could buy trade goods at the 20% discount. So the discount should not apply to any form of cash, whether it be coins or trade goods. But if the things you are buying at a discount are not magic items (per RAW) or a form of cash (per obvious RAI) and cannot be sold for more than you bought them for, there should be no issue. NPC merchants might have ways to buy and sell goods at a profit, but such methods definitely should not be available to PCs or their servants or associates.
Hm. That argues for the 20% cost reduction to only apply to things that sell for half their cost -- which means only equipment, not trade goods or valuables.
To some degree but if trade goods sold for what they cost you would not trade them outside bartering to the dude next door as transportation has a cost. But yes you should not be able to buy 100 pounds of wool at a 20% discount and then resell it next door at full cost. But if you got a better deal on wool, traveled with it to a nearby city and sold it for more, have at it. But when its something like a gold bar which is valued purely on its weight compared to gold piece weight, that would be like buying 10 gold for 8 gold. But how is this handled for a lantern, if I get a 20% discount on a lantern couldn't I resell it at full price or at a 10% discount undercutting the merchant and making money. Presumedly the DM is what will stop that as a infinite money glitch, the same as trade goods. You can be the guy who starts the process of buying up all the playstations at launch and then reselling them.
I don’t think its an issue at all. The trade goods have a “value” but only maintain that value on a cashless transaction. If you sell them back for gold a merchant will only give you 50%. You buy them at 80% and sell back at 50%….. you lose.
But if you craft you can sell them for more, at least 100%.
Fabricate makes it basically an instant profit. You could probably buy the materials in a shop, go out back, cast fabricate, and walk right back in and sell the new merch. The merchant stands to make 100% on their investment so I can’t see why they’d protest.
Obviously there would be some role play involved but the mechanics are strong.
RAW it says you need raw materials equal to half the value of the crafted item. This is the PHB. In the DMG they list out more details for trade goods which are the costly raw materials in treasure hordes.
Logically You must purchase the raw materials from a merchant or gather them from the environment. Their availability is up to the DM. And in the DMG it lists them in the Treasure section under trade goods and has special rules for them.
A DM might decide to skip the drawn out narrative of going to a shop but that is what basically needs to happen if its gold directly.
Most of your down time is going to be in a city or village anyway so I don’t see why this would not be the case.
Incorrect. See the box here; trade goods and valuables sell for 100%.
I see that. I withdraw my former statement. I forgot about that snippet.
In any case, I think a DM would rule that a merchant would simply not pay full price for what they just sold for 20% off. So you’d have to go to another merchant.
But that of course raises the question, is the money loop intended? Buy low, sell high? I mean that is essentially the whole point?
The merchant though would have a cash limit probably. So once they run out of gold, no more exploit. Still, its pretty awesome.
Also it raises the question of why craft at all if you can just flip trade goods? By trading?
I guess we all just discovered how to become a merchant.
Honestly though if you play around with a random 5e 2024 treasure generator set to implements theme you can estimate how much trade goods you would get in a random dungeon encounter.
I haven’t tested this but using a random treasure generator I am wondering which treasure theme would allow us to craft faster. I assume implements would because you could make something directly with goods found but I am unsure of how the RNG would play out across 10-20 payouts.
I am asking this from a DM point of view for a homebrew campaign or one shot adventure. It would be interesting to test this out. I wish I had the time.
Yes, Trade Goods are in effect a currency and not raw materials. You can purchase your raw materials with Trade Goods or standard minted coins. You can buy your 750 GP worth of raw materials for Plate Armor with 750 GP or 250 Pigs, but can't use your Smith's Tools on either directly, even if you are talking about 7,500 pounds of iron. You have to trade the Trade Goods in for raw materials first.
Raw materials are never referred to as items and are treated as nebulous abstractions. I don't think they are meant to be included. As an aside, given the low value for the weight, I think the Iron trade good may be unrefined ore and not iron ingots.
How to add Tooltips.
My houserulings.
Almost nothing is directly referred to as an item. They are equipment, gear, weapons, armor, tools etc. My assumption is they are just expecting you to use the normal definition of item. And raw materials by the normal definition is considered an item.
Given that the feat is 'crafter', my assumption is that it has the same meaning as in the section on "crafting an item", and the rules on crafting items do not allow crafting raw materials (you are required to have an appropriate tool proficiency, and all tool proficiencies list which PHB items they can craft -- none of which mention trade goods or treasure. Even ones that really seem like they should, like Jeweler's Tools).
Raw Materials
To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available
——
The key word is appropriate. This implies that there are specific raw materials required and DM determines this.
This is not an abstraction but a thoughtful process using trade goods and the environment/vegetation.
As a DM you could determine none are available if you hate crafting. But I think crafting unique magic items could be a blast with the right team and campaign.
Yeah they seem to make a distinction since to make an item, you need raw materials worth half its purchase cost i believe Crafter Discount apply to crafted nonmagical item rather than raw mateial.
Objects are discrete inanimate items. Almost every entry in the equipment section is listed as an item in the table. Raw materials, however, are prerequisites for making items, and never referenced as items themselves. They only use "item" to refer to end products.
That is irrelevant. Raw materials are still not an item. It never tells you what those appropriate materials are. Does it? It's a nebulous abstraction in the form of coin you pay to make an actual item. Trade Goods can be used as a substitute for coin, but you aren't crafting the item from the collected Trade Goods. I'm sure there's a fantasy RPG out there, or a D&D 3rd Party Supplement that goes into detail about crafting, with the steps, proper tools, and raw materials, but this isn't it. Raw materials are a GP requirement for crafting items and abstracts the actual ingredients and services required to craft an item.
The DM determines if RAW materials are available. The DM decides if you have more or less starting equipment. The DM decides when you find a Magic Item. The DM determines what information you learn researching in a Library. These statements just explicitly limit player agency on these topics behind a DM gatekeeper. Are you sitting in an iron mine and want to use Fabricate to make Plate Armor? The DM says appropriate raw materials are not available.
How to add Tooltips.
My houserulings.
RAW they leave the “appropriate” open to DM discretion. Yes the DM is a gatekeeper. What I am saying is it implies there are appropriate and inappropriate raw materials, it is not just an input or a nebulous transaction. As you said before, you aren’t going to make plate armor with 300 pounds of cinnamon. but you could trade it for iron, silver, and gold.
If you killed a young dragon and got a bunch of trade goods in the horde, you could swap them for other trade goods you need from a merchant, right?
If trade goods did not exist I would jump on board with the nebulous abstraction approach. But because they exist and can be traded and purchased, I think that is RAI raw materials.
As they are not defined, they are nebulous.
Trade Goods are not raw materials. Trade Goods are functional substitutes for Platinum, Gold, Silver, and Copper.
How to add Tooltips.
My houserulings.
i'd say the Trade Goods for 1 lb. of iron, copper, silver, gold or platinum can be crafted item or raw material, in which the value comes from net weight despite the superior manufactured value it may have.
For example the value of a 1 lb. silver statuette is 5GP or equal to 1 sq. yd. of linen, even if it's worth 50 GP due to workmanship, rarity etc .