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<blockquote data-quote="Spatzimaus" data-source="post: 1088258" data-attributes="member: 3051"><p>I'll repost the short, short version of the system we use:</p><p></p><p>STEP 1: Take 250, divide it by the buyer's CHA (minimum CHA of 5, which we refer to as the "ugly threshold"). Let's call this X. Round to a convenient number, say the nearest 5 or 10.</p><p>STEP 2: Add a whole bunch of rules for tweaking X based on race, gender, social status, Diplomacy skill, faction affiliation, local economy, good roleplaying... you get the idea. Most of these numbers can be guesstimated, if not ignored outright.</p><p>STEP 3A: When selling an item, the merchant is willing to accept (100+X)% of the appraised value.</p><p>STEP 3B: When buying an item, the merchant is willing to pay (100-X)% of the appraised value.</p><p></p><p>So, all other factors aside, for a customer with CHA 10 a merchant is willing to pay 75% of the item's value, and charges you 125%. That, right there, provides the profit margin for players to sell crafted items without screwing up your economy, and provides a tangible benefit for high CHA.</p><p></p><p>This price isn't his opening bargaining position, it's the outcome of a haggling session. If the player wants to roleplay it, start at 50%/150% and haggle away.</p><p></p><p>It's worked great so far, although it really helps to have a calculator around if you can't do math in your head.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1088258, member: 3051"] I'll repost the short, short version of the system we use: STEP 1: Take 250, divide it by the buyer's CHA (minimum CHA of 5, which we refer to as the "ugly threshold"). Let's call this X. Round to a convenient number, say the nearest 5 or 10. STEP 2: Add a whole bunch of rules for tweaking X based on race, gender, social status, Diplomacy skill, faction affiliation, local economy, good roleplaying... you get the idea. Most of these numbers can be guesstimated, if not ignored outright. STEP 3A: When selling an item, the merchant is willing to accept (100+X)% of the appraised value. STEP 3B: When buying an item, the merchant is willing to pay (100-X)% of the appraised value. So, all other factors aside, for a customer with CHA 10 a merchant is willing to pay 75% of the item's value, and charges you 125%. That, right there, provides the profit margin for players to sell crafted items without screwing up your economy, and provides a tangible benefit for high CHA. This price isn't his opening bargaining position, it's the outcome of a haggling session. If the player wants to roleplay it, start at 50%/150% and haggle away. It's worked great so far, although it really helps to have a calculator around if you can't do math in your head. [/QUOTE]
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