Ogrork the Mighty
Explorer
Here are my new haggling rules. I'll use an example of the party selling items to a merchant.
1. An item's baseline selling price is 50% of its value.
2. Only one negotiation can take place in any given settlement (to prevent endless haggling). It is assumed that the player has found the "best" buyer in town.
3. Buyer (merchant) makes Profession - Merchant or Sense Motive check opposed by seller's (player) Profession - Merchant or Bluff check.
4. If buyer loses, seller gets 100% of item's value. If buyer wins, buyer can make a counteroffer.
5. Counteroffer. The roles are now reversed, so the merchant makes the Profession - Merchant or Bluff check and the player makes a Profession - Merchant or Sense Motive check. If the merchant wins, the player can get 50% of the item's value. If the player wins, the player can get 75% of the item's value.
6. The seller may keep the item and walk away at any time (but cannot attempt to sell it again in that settlement, except at 50% value).
Notes: I didn't use Diplomacy b/c I don't think it fits (as per the description in the PH). There may be other skills that could be used in place of the ones I listed, but I think I've used the most appropriate for most situations. You might allow Craft in place of Profession. Perhaps 5 ranks of Gather Info could give a +2 synergy bonus. The only way the player can get more than 100% is under exceptional circumstances (the player wins the opposed roll by 20+), so as to maintain the campaign's wealth levels (it's easier to give more then take away). I've also assumed both the buyer and seller know the true value of the item. If not, then the % offered could be slightly different.
1. An item's baseline selling price is 50% of its value.
2. Only one negotiation can take place in any given settlement (to prevent endless haggling). It is assumed that the player has found the "best" buyer in town.
3. Buyer (merchant) makes Profession - Merchant or Sense Motive check opposed by seller's (player) Profession - Merchant or Bluff check.
4. If buyer loses, seller gets 100% of item's value. If buyer wins, buyer can make a counteroffer.
5. Counteroffer. The roles are now reversed, so the merchant makes the Profession - Merchant or Bluff check and the player makes a Profession - Merchant or Sense Motive check. If the merchant wins, the player can get 50% of the item's value. If the player wins, the player can get 75% of the item's value.
6. The seller may keep the item and walk away at any time (but cannot attempt to sell it again in that settlement, except at 50% value).
Notes: I didn't use Diplomacy b/c I don't think it fits (as per the description in the PH). There may be other skills that could be used in place of the ones I listed, but I think I've used the most appropriate for most situations. You might allow Craft in place of Profession. Perhaps 5 ranks of Gather Info could give a +2 synergy bonus. The only way the player can get more than 100% is under exceptional circumstances (the player wins the opposed roll by 20+), so as to maintain the campaign's wealth levels (it's easier to give more then take away). I've also assumed both the buyer and seller know the true value of the item. If not, then the % offered could be slightly different.
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