The Player's Handbook and Dungeon Master's Guide have good price lists for most mundane items--at least to the point where you can reasonably fake whatever is not listed. I prefer to have shopkeepers pay half of what an item sells for new. As for potions, the only potions I sell are potions of healing at the village/town/city temple and they usually go for 50gp each and are always in somewhat low supply. Beyond that, any specific potion the players might want would at the very least require a quest to find someone who can make it, come up with a large amount of money, and then go out and gather the ingredients for it. This hasn't happened in my game, but if it did, it would likely be a session worth of adventure to get the stuff.
I would add up to 50% in price, if the players are at a far away location or a very small village.
When dealing with money + mundane and magic items, you have to ask yourself first: How common will that be in my campaign? If it is normal for you to have several gold coins on every slain Kobold or small bandit hoard is worth almost 1000 gold, the players will try to spend the money on magic items sooner or later. Do you really want to sell those at shops (like Pumat Sol's shop in Critical Role camp 2)? Or do you want to keep magic items scarce in your world? Is a +1 dagger just a by-product of a loot table or perhaps the most priced possession of a mid-level thief? Wizards will need quite a lot of money for maintaining their spell books, while other classes will hardly need any gold to sustain their "class needs". If you play a "low money" campaign, you might have to include ink & paper for the wizard in some loot. If you want to keep magic scarce in your campaign, you might want to consider a magic item that "grows in power" (like the Infinity Gauntlet from Marvel comics). That could be done by unlocking more abilities from that item, it scaling to the experience level of the wearer or consuming it in the creation of a new, more advanced item.
All items have a value of approximately how much they are worth, this can be found in the items section of DND beyond.
If you have the PHB, it has the prices of a couple different pieces of gear in there as well.
The DMG also has some pricing guides for other items not in the PHB, and additional information on the value of certain magic items, and how buying / selling items can work (relative to the price).
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I have started to get into becoming a DM and I got numerous questions. However, the biggest one is having merchant prices on items.
Is there a method to pricing items like potions and weapons? What can you teach to brand-new DMs like myself?
The Player's Handbook and Dungeon Master's Guide have good price lists for most mundane items--at least to the point where you can reasonably fake whatever is not listed. I prefer to have shopkeepers pay half of what an item sells for new. As for potions, the only potions I sell are potions of healing at the village/town/city temple and they usually go for 50gp each and are always in somewhat low supply. Beyond that, any specific potion the players might want would at the very least require a quest to find someone who can make it, come up with a large amount of money, and then go out and gather the ingredients for it. This hasn't happened in my game, but if it did, it would likely be a session worth of adventure to get the stuff.
As for players selling magic items, I would let them do that just about anywhere. Any shopkeeper who had the money to buy a magic item would likely be interested in it, assuming they believed it was real. Here's a good PDF on sane magic item prices, should you choose to sell them in your campaign. It's subjective, but it's a starting point for you.
"Not all those who wander are lost"
Well, there is https://www.dndbeyond.com/equipment for normal items. :D
I would add up to 50% in price, if the players are at a far away location or a very small village.
When dealing with money + mundane and magic items, you have to ask yourself first: How common will that be in my campaign? If it is normal for you to have several gold coins on every slain Kobold or small bandit hoard is worth almost 1000 gold, the players will try to spend the money on magic items sooner or later. Do you really want to sell those at shops (like Pumat Sol's shop in Critical Role camp 2)? Or do you want to keep magic items scarce in your world? Is a +1 dagger just a by-product of a loot table or perhaps the most priced possession of a mid-level thief? Wizards will need quite a lot of money for maintaining their spell books, while other classes will hardly need any gold to sustain their "class needs". If you play a "low money" campaign, you might have to include ink & paper for the wizard in some loot.
If you want to keep magic scarce in your campaign, you might want to consider a magic item that "grows in power" (like the Infinity Gauntlet from Marvel comics). That could be done by unlocking more abilities from that item, it scaling to the experience level of the wearer or consuming it in the creation of a new, more advanced item.
Additionally, in the PhB it also even says INT can be used as a skill check for determining the worth of objects.
so, if the party has lower INT you can always upcharge them accordingly and see what happens, if that’s the way you want to DM it.
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All items have a value of approximately how much they are worth, this can be found in the items section of DND beyond.
If you have the PHB, it has the prices of a couple different pieces of gear in there as well.
The DMG also has some pricing guides for other items not in the PHB, and additional information on the value of certain magic items, and how buying / selling items can work (relative to the price).