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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4639936" data-attributes="member: 710"><p>I think Appraisal can be covered by different skills: </p><p>- Dungeoneering might be for Gems and rare, unworked material.</p><p>- History for art objects (and worked material) and documents</p><p>- Arcana for magical items</p><p>- Religion for items of religious significance (maybe even some magic items - Holy Symbols, Weapons, Armor at least)</p><p>- Nature for pelts and other animal parts</p><p></p><p>- Streetwise basically can fit in for everything. You might allow a Streetwise skill regardless of type of item, but set the DC a little higher (+5?) then for the other skills. Though I am a little torn, Thievery might also cover this a little bit. But I think I prefer Streetwise. </p><p></p><p>What you'd set for DCs I have no idea, though. Maybe DC 15 for Heroic Tier items (anything with a level of 1-10 or prices that correspondent to that tier), 20 for Paragon and 25 for Epic. (Heroic Tier characters might not be sure how much an astral diamond is actually worth...)</p><p>And then you can add or subtract depending on rarity or obscurity. Or you just use the Easy, Medium, Hard DCs for characters of that level. </p><p></p><p>Further steps: </p><p>- How much off? </p><p>- Failure by less then 5 - the PCs just don't know a fair price and have to investigate. Maybe offer a price range. (Compare the actual price to the item list prices - either the "single-use" items like Potions or more powerful items, depending on what fits best. Determine the corrosponding level. Then roll 1d6 and subtract it from the level for the lower boundary and add 1d6 to the level for the upper boundary. </p><p></p><p>- Failure by 5 or more: </p><p>The PCs estimate a wrong price. Roll 1d6. On 1-3, they underestimate the price by 1d6 levels, on a 5-6 they overstimate the price by 1d6 levels. Now determine a price range as above, or just pick exactly the resulted price. (So the players cannot distinguish between a total success and a failure by less then 5 and a failure by 5 or more. They might be unwilling to sell an item that they think is worth way more - and ocassionarlly, they might find a buyer that will offer them more then they expec.</p><p></p><p>- Alternatively, you might want to merely use percentages based on the actual prices. (Maybe 1d6 + 10 % for upper and lower boundaries of the error.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4639936, member: 710"] I think Appraisal can be covered by different skills: - Dungeoneering might be for Gems and rare, unworked material. - History for art objects (and worked material) and documents - Arcana for magical items - Religion for items of religious significance (maybe even some magic items - Holy Symbols, Weapons, Armor at least) - Nature for pelts and other animal parts - Streetwise basically can fit in for everything. You might allow a Streetwise skill regardless of type of item, but set the DC a little higher (+5?) then for the other skills. Though I am a little torn, Thievery might also cover this a little bit. But I think I prefer Streetwise. What you'd set for DCs I have no idea, though. Maybe DC 15 for Heroic Tier items (anything with a level of 1-10 or prices that correspondent to that tier), 20 for Paragon and 25 for Epic. (Heroic Tier characters might not be sure how much an astral diamond is actually worth...) And then you can add or subtract depending on rarity or obscurity. Or you just use the Easy, Medium, Hard DCs for characters of that level. Further steps: - How much off? - Failure by less then 5 - the PCs just don't know a fair price and have to investigate. Maybe offer a price range. (Compare the actual price to the item list prices - either the "single-use" items like Potions or more powerful items, depending on what fits best. Determine the corrosponding level. Then roll 1d6 and subtract it from the level for the lower boundary and add 1d6 to the level for the upper boundary. - Failure by 5 or more: The PCs estimate a wrong price. Roll 1d6. On 1-3, they underestimate the price by 1d6 levels, on a 5-6 they overstimate the price by 1d6 levels. Now determine a price range as above, or just pick exactly the resulted price. (So the players cannot distinguish between a total success and a failure by less then 5 and a failure by 5 or more. They might be unwilling to sell an item that they think is worth way more - and ocassionarlly, they might find a buyer that will offer them more then they expec. - Alternatively, you might want to merely use percentages based on the actual prices. (Maybe 1d6 + 10 % for upper and lower boundaries of the error.) [/QUOTE]
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