Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
A little system for selling magic items
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Spatzimaus" data-source="post: 1641478" data-attributes="member: 3051"><p>IMC we use something similar. Based on my experiences, though, I'd make some suggestions:</p><p></p><p>STEPS 1 & 2> While making the prices adjustable is all well and good, it's useful to have a rough guideline to fall back on.</p><p></p><p>IMC, to find the Asking Price percentage, take the customer's CHA (plus or minus up to 2 for race, plus or minus 1 for speaking the language, plus or minus up to 2 depending on class/affiliation), and divide that into a given value. For the "final" price, I use 250%; for the initial offer use 400 or 500%, but this value is what he'll be willing to settle on. So, a CHA of 10 gives a value of 25%. Round to the nearest 5% in the case of fractions.</p><p>If your effective CHA after all the race/language/class modifiers is less than 5, the merchant either won't sell at all, or will insist on an exorbitant price (at least double its value) regardless of haggling.</p><p></p><p>When selling something to a store, the merchant will offer you 100% minus this value (75%, in this case); when buying something from a store, the merchant will demand 100% plus this value (125%). Remember, these are the values you'll settle on after the basic, pro-forma haggling (in some cultures it's traditional to REALLY mark up the price, and then customers only offer a tiny fraction of that; neither side expects the haggling to end there, so no one is offended by the huge difference); if you want to REALLY push your luck there's still the haggling in step 4.</p><p></p><p>You can allow other skills to be used here to increase the effective CHA. A Disguise check, for instance, to make you look like a wealthy guild-affiliated merchant instead of a common soldier.</p><p></p><p>STEP 4> You need more options for haggling; Diplomacy is nice for the "respectable" stores, but there can be other ways to do things.</p><p>1> Use either a Bluff check or an Appraise check of your own, opposing the merchant's Appraise roll on the item, to convince him it's worth a different value than he first thought.</p><p>2> Use Intimidation, to convince him that the only way he'll keep his limbs is to sell at your price.</p><p>3> Use a Knowledge, Craft, or Profession check dealing with the item in question. If you're familiar with making the item, you can identify its flaws, estimate its true value better, and so on. "You know, I'd love to buy your boat, but I can see the hull is slightly warping on this side... tell you what, I'll buy it for 10% less, because I'm going to have to repair this."</p><p></p><p>Anyway, point is, you can tie in practically ALL of the Rogue skills to this process.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1641478, member: 3051"] IMC we use something similar. Based on my experiences, though, I'd make some suggestions: STEPS 1 & 2> While making the prices adjustable is all well and good, it's useful to have a rough guideline to fall back on. IMC, to find the Asking Price percentage, take the customer's CHA (plus or minus up to 2 for race, plus or minus 1 for speaking the language, plus or minus up to 2 depending on class/affiliation), and divide that into a given value. For the "final" price, I use 250%; for the initial offer use 400 or 500%, but this value is what he'll be willing to settle on. So, a CHA of 10 gives a value of 25%. Round to the nearest 5% in the case of fractions. If your effective CHA after all the race/language/class modifiers is less than 5, the merchant either won't sell at all, or will insist on an exorbitant price (at least double its value) regardless of haggling. When selling something to a store, the merchant will offer you 100% minus this value (75%, in this case); when buying something from a store, the merchant will demand 100% plus this value (125%). Remember, these are the values you'll settle on after the basic, pro-forma haggling (in some cultures it's traditional to REALLY mark up the price, and then customers only offer a tiny fraction of that; neither side expects the haggling to end there, so no one is offended by the huge difference); if you want to REALLY push your luck there's still the haggling in step 4. You can allow other skills to be used here to increase the effective CHA. A Disguise check, for instance, to make you look like a wealthy guild-affiliated merchant instead of a common soldier. STEP 4> You need more options for haggling; Diplomacy is nice for the "respectable" stores, but there can be other ways to do things. 1> Use either a Bluff check or an Appraise check of your own, opposing the merchant's Appraise roll on the item, to convince him it's worth a different value than he first thought. 2> Use Intimidation, to convince him that the only way he'll keep his limbs is to sell at your price. 3> Use a Knowledge, Craft, or Profession check dealing with the item in question. If you're familiar with making the item, you can identify its flaws, estimate its true value better, and so on. "You know, I'd love to buy your boat, but I can see the hull is slightly warping on this side... tell you what, I'll buy it for 10% less, because I'm going to have to repair this." Anyway, point is, you can tie in practically ALL of the Rogue skills to this process. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
A little system for selling magic items
Top