Goods (PSR Supplement)

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PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time
Shifts
Phases

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Carry Slots

Encounters

Group Turns
Round‑Table Turns
Staggered Turns
Your Turn
Move
Action
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Reaction
Making an Attack
Unarmed Strike
Sunder
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Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Downtime

Downtime Trading
Downtime Enterprise

Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity
Special Senses

Goods are common consumable items that are typically traded in marketplaces or which exist in the possession of ordinary people, and which are generally in a low but constant demand. This includes fresh and preserved food, clean drinking water, common ingredients like salt, and whatever other small items may be commonly accessible. If magic is well-known and spell-casting relatively common in the region, common spell material components may also be sold or bartered as goods. Items like torches and lanterns are typically sold as gear, but rags and lamp oil required for their function may be considered goods.

Goods are usually measured by their weight or value, rather than by individual volume. For example, a set of meals whose food components weight 1 pound in total is considered the average for a single medium humanoid to consume each day, regardless of the actual amount of meats, vegetables, or the like were put into the meals.

The value of goods does not necessarily match the price that it will be bought, sold, or bartered at. Goods can generally be bought at 1.5 times their value and sold to shopkeepers at 1/2 their value. Regional scarcity, the opinion a shopkeeper may have of their customer, and success or failure at haggling may result in a price which is higher or lower than normal.

Depending on the setting, goods of or above uncommon rarity might not be bought or sold in common markets, and may be sought after or sold in specialty shops or on the black market. Additionally, goods that are clearly stolen will not be bought or sold by shopkeepers in public markets. The use of backroom deals, the black market, or a fencer may be required.

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