Diplomacy and Bartering?

Ninja-to

First Post
One of my players asked if he could barter for a lower price for a magic item. I said he could, but there was a chance that the price could be higher if he 'screwed up'. Misunderstanding me he said fine (I meant if he didn't beat the traders Diplomacy check) and failed, so I charged him +10%. There was a bit of an ugly debate that ensued, and seeing as I just made up the rule on the fly, I gave in and told him to keep the regular price. He thought he was being 'punished for trying to roleplay' or something, which wasn't my intention. I just thought that some businessmen are very good at wheeling and dealing and can pull of selling their merchandise for more money than they're worth in the D&D world as they can in real life. Anyway that was my reasoning, though maybe my rule I made up wasn't accurate.

What do you think of bartering? How do you run it or not bother?
 
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Same way you did, but magic items tend to start with a mark-up anyway. ;)


Or the players rp it if they choode. It gets fun when the rogue intimidates his fence. :)

Speaking of which... I also have a house rule where characters selling merchandise can expect [1d6 + 2] x 10% of the items original market cost. They can haggle if they want more, but the random roll helps mimic 'flucuations in the market'.
 
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Mostly the same way you do. Barter systems involve some degree of risk.

Beat the merchant, knock off 10%. Lose to the merchant, pay his asking price.
We also apply critical successes and failures. Fail badly, you get hosed. Succeed wildly, and he briefly has a stroke and forgets how to add.
 

I think Complete Adventurer has guidelines for just that. It describes how changing NPC attitudes can influence prices. Unfortunately a friend borrowed my book.
 

I like the idea of using d6+2 to add chaos to the buying/selling of the world.

I quit using diplomacy to effect selling because my players would be upset with the result and declare that they weren't selling to this merchant and wanted to try another one. After several failed attempts at explaining that it didn't represent a single declaration but haggling until they 'agreed' at a price I gave up and use core rules.
 

This hasn't really come up. Sale prices are 50% of book value, unless the party is willing to spend a number of days tracking down the best buyer. They can attempt to haggle for up to a 20% change in sale price, but the buyers tend to have much better Diplomacy scores. After a few failed attempts, they stopped trying. :\

Purchase prices are list price with an occasional markup of up to 50%, depending on the environment.

Telas
 


I'll let PCs use Diplomacy to sell an item for over 50% but under 100% (eg yesterday PC rolled 24 on Dip, sold for 60%). Usually though I use Gather Info, which PCs use to find the best deal available. Having a flubbed Diplomacy roll cause the merchant to raise his price is reasonable, but the PC should always have the option of going elsewhere. If goods are scarce - eg magic items - the starting price IMC is usually ca x2 to x4 the list price, which can be lowered down towards standard price by good rolls. No Wizard is likely to make & sell an item for under list price though.
 

Whimsical said:
One of my DMs uses 40% + diplomacy check for selling, and 110% - diplomacy check for buying. Simple, and your roll matters.

That's a very nice rule which avoids implausible results from very high rolls; although for rare items I'd set the base buy price higher. 40+roll for sales sounds excellent, I think I'll steal that. :)
 

I wouldn't personally use opposed PC vs NPC Diplomacy rules to set the price (even though according to RAW you're supposed to use opposed rolls for negotiation) - that implies the PC is happy with the high price because of the merchant's persuasivesness, which takes away player autonomy.
 

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