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<blockquote data-quote="nomotog" data-source="post: 6490641" data-attributes="member: 6691958"><p>The simple way is to just say they get half price or full price for whatever they are selling, but I think you want to do things more complicated. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>When it comes to complex systems, you are more or less OK so long as players are making choices they care about. So make it optional for one. Next would be to avoid any rolls that isn't influenced by a choice the player is making.</p><p></p><p>I would kind of try to play the haggling like real life. The player would show the item to a buyer and then the buyer might rattle off a list of concerns with it. "I don't like the color, I don't want to carry it across town, Are these goods stolen?" Then the players need to think about how they can address the concerns. Like they might try and convince the buyer that blue is the new "It" color, or offer free delivery (Might need to pass a hard con check to carry that heavy thing.), One int check latter and nice forged document can assure the buyer they are honest goods.</p><p></p><p>Proficiency can come from skills, but you could also let it come in from professions. Like if your selling artifacts and your a sage add your proficiency. You can also throw out advantages and disadvantages. Selling a dwarf waraxe to a dwarf warrior, that is easy. Selling ice to a ice mage, well that is hard.</p></blockquote><p></p>
[QUOTE="nomotog, post: 6490641, member: 6691958"] The simple way is to just say they get half price or full price for whatever they are selling, but I think you want to do things more complicated. :) When it comes to complex systems, you are more or less OK so long as players are making choices they care about. So make it optional for one. Next would be to avoid any rolls that isn't influenced by a choice the player is making. I would kind of try to play the haggling like real life. The player would show the item to a buyer and then the buyer might rattle off a list of concerns with it. "I don't like the color, I don't want to carry it across town, Are these goods stolen?" Then the players need to think about how they can address the concerns. Like they might try and convince the buyer that blue is the new "It" color, or offer free delivery (Might need to pass a hard con check to carry that heavy thing.), One int check latter and nice forged document can assure the buyer they are honest goods. Proficiency can come from skills, but you could also let it come in from professions. Like if your selling artifacts and your a sage add your proficiency. You can also throw out advantages and disadvantages. Selling a dwarf waraxe to a dwarf warrior, that is easy. Selling ice to a ice mage, well that is hard. [/QUOTE]
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