I've found the Approximate Incomes (p.72 core) as the best measure for treasure determination. I recommend all GM's copy this chart and stick it to their GM's screen. I use "Merrcenary" for the base. That's around 10s for a day's work.
A second house rule that I use to keep players to a reasonable amount is that when players "Greyhawk the Bodies" (i.e. take the armor, swords, shoes, underwear, spleens and earwax from every bandit they meet and sell them), they have the following qualities:
- Craftsmanship (p.72) is "poor" because of wear and tear. This gives any of those items a "misfortune" die. Purpose of this rule: you want to min-max your character with "broke"? Welcome to a world where nothing is free.
- Poor craftsmanship items are not saleable unless a PC has the appropriate "Crafstman" skill to "shine them up."
The final house rule I use on the subject is:
- All "loot" items "sell" for 50% normal value (modified by haggle). This includes art & gems.
jh