Appraise/haggling house rules anyone?

Twowolves

Explorer
So, does anyone here have any good alternate rule ideas for using the Appraise skill or haggling for the value of items? Something that keeps the true worth of treasure items a bit foggy, and the real value being what a PC and NPC can agree upon at the time of the transaction.

Any ideas?
 

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As it so happens, I am running a merchanting campaign and have such rules at the ready. I'll do my best as they include OD&D rules from the Darokin and Minothrad gazateers.

First determine the true market value of the item. You can just go with what is in the book, but if you want to make prices more unpredicable use a form of market variance. The Darokin rules have you roll 3d6 with a "10"=100% (no change in price) and each number up increasing the market price by 10% and the same downward. This can be modified by city size, demand/supply or whatever other campaign world factors you feel fit to impose.

If you're just using the book values, have both sides make Appraise checks; if both make it the proper price is used as a base, otherwise the most favorable price to the highest roller is used. If you are using market variance, you can also use either a Gather Info check or Knowledge (Local) to find out the true local market value in a similar way.

Once the working price is determined, both players make appropriate opposed skill checks (I usually use Diplomacy, but Bluff or perhaps even something else would be okay). Winning the check by less than 5 results in a 5% markup/down in the winner's favor, each point beyond 5 adds an additional 5% to that, maxing out at 25%. The result of this haggle roll is final.

The market variance stuff is only worth the effort if you do some actual merchanting, in which case it helps to have local makets figured out ahead of time. For just buying/selling stuff, stick with the book values and make the Appraise and Diplomacy checks. I hope this is of some help.
 

What we do:

1> Start with the Appraised price. (If the item is a fake, modify with an Appraise-Forgery opposed roll.)
2> Define the "price modifier" as (250/CHA)%. Typically we cap this at 50% (what you'd see with a CHA of 5). Modify the CHA used by +/- 2 based on race (i.e., if you're the same race, add 2, if your races are enemies, subtract 2).
3> If the PC is haggling to buy something, the asking price is increased by the price modifier. If the PC is haggling to sell something, the offer price is decreased by the price modifier.
(This is the price you will settle on AFTER haggling. If you want to roleplay haggling, start at the 150% or 50% cap and work towards this midpoint.)

That is, if I have a CHA of 10, and am interested in an item appraised at 80 gp, the merchant will buy it for 60 or sell it for 100. If my CHA is really low (< 5), he'll buy for 40 and sell for 120.

4> If the player wants to throw other skills in, make an opposed roll. Diplomacy/Innuendo, Bluff/Sense Motive, whatever you want to try. The DM will decide which counterskill is appropriate to whatever you want to try, and can throw in circumstance modifiers as needed.

If you succeed, simply modify the CHA used by step 2 by adding the margin of the opposed check.
If you fail, the NPC only sells/buys the item at the worst price possible (150% or 50%).
Failing an opposed check by 5 or more causes the NPC to refuse to sell/buy the item at all.
Failing by 10 or more generally causes them to refuse to sell anything to you at all, or your friends if they're nearby.

Generally, this means that a "front man" (high-CHA type with lots of social skills, like a Bard) sees diminishing returns; for instance, with a CHA of 20 he's already seeing nice prices (112.5% or 87.5%), and increasing that by succeeding in an opposed check of +10 margin would only change that to (108.3% or 91.7%).

If you want to reward roleplaying, simply say that if the player roleplays the encounter, the 250/CHA in step 2 will be replaced with 200/CHA.
 


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