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<blockquote data-quote="Water Bob" data-source="post: 7137058" data-attributes="member: 92305"><p><strong>HAGGLE!</strong></p><p></p><p></p><p></p><p>Sometimes, in a market, it is fun to roleplay out the encounters with merchants. I encourage that type of play. But, there are other times when you just want to dice and encounter and keep the game moving. When to do this is up to the GM. It is he who is trusted with keeping his finger on the pulse of the game, monitoring the ebb and flow, always keeping the game interesting.</p><p></p><p>If you want to dice haggling real quick, then just use the <strong>Diplomacy</strong> skill, for what is Diplomacy but a negotiation? Have both sides of the barter roll the skill. If the merchant wins, then the difference between the skill rolls is considered the agreed upon increase in price.</p><p></p><p>For example, if the PC rolls 17, and the NPC merchant rolls 23. Then the agreed upon price is 6% higher than the item's base price.</p><p></p><p><strong>NOTE 1:</strong> To make things easy, just round to 5%. Every 5 points rolled above the PC's haggle roll means +5% to the base price. That will give you a decent window (4 points above or below) to agree upon a price that is exactly equal to the base price. In the example, a merchant roll of 17-21 would mean that the base price is agreed upon. If the merchant's roll is 22-26, that means +5% on to of base. 27-31 would be +10%, and so on. It's just easier to add or subtract 5 or 10 percent rather than having to figure 7% of this and 9% of that.</p><p></p><p><strong>NOTE 2:</strong> The base price is not necessarily the price shown in the equipment list. Remember, those prices are for base models. If you want Merchant Quality or Noble Quality, then increase the base price accordingly.</p><p></p><p><strong>NOTE 3:</strong> Some areas of the Hyborian Age will have wider swings. Instead of 5-10-15-20 percent, and so on, think in 10-20-30-40-50 percent categories.</p><p></p><p>If the PC wins the Diplomacy toss, the the math is the same, except the price swing goes in the PC's favor. You will figure discount below base price.</p><p></p><p></p><p></p><p></p><p></p><p><strong>ROLEPLAYING</strong></p><p></p><p>You can also use this quick dicing method even if you are roleplaying the encounter. Have the player make his roll. Then, you roll for the merchant. The result is something you should use in your roleplaying of the merchant. If the PC wins, then let that influence your roleplay in that you will play the encounter, allowing the PC to get the better hand. And, the differences in the tosses will tell you where to guide the final price.</p><p></p><p>If the merchant wins the toss, then use the roll in the opposite fashion. Roleplay the merchant as a hard negotiator, and try to end the bargaining close to the price indicated by the dice roll.</p><p></p><p></p><p></p><p><img src="https://s-media-cache-ak0.pinimg.com/736x/f0/c6/e4/f0c6e48da866dbd16296e0c47c320ae1.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Water Bob, post: 7137058, member: 92305"] [b]HAGGLE![/b] Sometimes, in a market, it is fun to roleplay out the encounters with merchants. I encourage that type of play. But, there are other times when you just want to dice and encounter and keep the game moving. When to do this is up to the GM. It is he who is trusted with keeping his finger on the pulse of the game, monitoring the ebb and flow, always keeping the game interesting. If you want to dice haggling real quick, then just use the [b]Diplomacy[/b] skill, for what is Diplomacy but a negotiation? Have both sides of the barter roll the skill. If the merchant wins, then the difference between the skill rolls is considered the agreed upon increase in price. For example, if the PC rolls 17, and the NPC merchant rolls 23. Then the agreed upon price is 6% higher than the item's base price. [b]NOTE 1:[/b] To make things easy, just round to 5%. Every 5 points rolled above the PC's haggle roll means +5% to the base price. That will give you a decent window (4 points above or below) to agree upon a price that is exactly equal to the base price. In the example, a merchant roll of 17-21 would mean that the base price is agreed upon. If the merchant's roll is 22-26, that means +5% on to of base. 27-31 would be +10%, and so on. It's just easier to add or subtract 5 or 10 percent rather than having to figure 7% of this and 9% of that. [b]NOTE 2:[/b] The base price is not necessarily the price shown in the equipment list. Remember, those prices are for base models. If you want Merchant Quality or Noble Quality, then increase the base price accordingly. [b]NOTE 3:[/b] Some areas of the Hyborian Age will have wider swings. Instead of 5-10-15-20 percent, and so on, think in 10-20-30-40-50 percent categories. If the PC wins the Diplomacy toss, the the math is the same, except the price swing goes in the PC's favor. You will figure discount below base price. [b]ROLEPLAYING[/b] You can also use this quick dicing method even if you are roleplaying the encounter. Have the player make his roll. Then, you roll for the merchant. The result is something you should use in your roleplaying of the merchant. If the PC wins, then let that influence your roleplay in that you will play the encounter, allowing the PC to get the better hand. And, the differences in the tosses will tell you where to guide the final price. If the merchant wins the toss, then use the roll in the opposite fashion. Roleplay the merchant as a hard negotiator, and try to end the bargaining close to the price indicated by the dice roll. [img]https://s-media-cache-ak0.pinimg.com/736x/f0/c6/e4/f0c6e48da866dbd16296e0c47c320ae1.jpg[/img] [/QUOTE]
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