# Procedure for Knick Knack and Furniture Value

I always have regrets about the values I assign to treasure like silk gloves, a silk bag, or mahogany shelves. I want a consistent procedure for doing this.

Here's one I just wrote. I don't like it.

What do you do?

## Procedure to determine the value of treasure that isn't gems, magic, or coins

Estimate the value of the base item (perhaps using the Basic Fantasy Equipment Emporium) if buying the most generic version you might find. Then choose dice to roll 2 of to create a bell curve whose standard result is close to the value of the generic item.

**Multipliers**
- X10 if fancy
- x2 if antique
- x2 if it belonged to an esteemed figure 

Before you roll, check to see if you would accept the highest result as reasonable. If so, roll. If the result is equal to or less than a generically priced item, add 1gp to the result.

### Example

I need a value for old silk gloves found in an old castle.

The Basic Fantasy Equipment Emporium lists:
- gloves (7sp)
- fur lined gloves (4gp)

The multiplier for antique silk (therefore fancy) gloves which did not belong to an esteemed figure would be x20 (10x2=20.)

I could consider fur-lined gloves to be fancy already and just add a few gp to estimate the value for silk, or I could use the 7sp value for regular gloves and use the fancy multiplier. I'll use 7gp and drop the fancy multiplier. Now the multiplier is just x2.

To approximate 7gp while creating a bell curve, I'd roll 2d8.
2d8 x 2 has a high result of 16gp and a normal result of 8 gp.


I need to price old silk gloves that aren't rotten.

BF Equipment Emporium prices for 
gloves:
- regular 7sp
- fur lined 4gp
- mittens 3sp

Silk is more expensive than a bit of nondecorative fur, so I'll add 3 GP to the base price for silk gloves, just because 3 more seems reasonable. That's 7gp for silk gloves.

Then I'll multiply by 1d6+1 (we don't want an unchanged value) for the antique nature of these gloves.

The Resulting value is a range of 14gp to 49gp. That seems okay.

## Sarainy's idea
```For 'mundane' treasure with no assigned value I like to use +1d6 per word, with negative words providing -1d6. Truly amazing words can multiply by the total instead:
- Large Geometric Carpet = 3d6 gp
- Large Stained Geometric Carpet = 2d6 gp
- Large Luxiourous Geometric Carpet = 1d6 * 3d6
```

This reminded me of a similar idea from a city-building kit by an RPG person whom I'd rather not summon by name.

```When you want to determine the cost of an item for sale to PCs, each syllable used to describe an item increases the price by 1gp. Multiply that amount by:
- 5 for basic equipment
- 10 for specialized equipment
- 25 for luxury objects
- 100 for very dangerous things```
```

And here's [another method by John Bell](https://retiredadventurer.blogspot.com/2015/01/a-procedure-for-fast-random-treasure.html).
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