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Haggling Rules
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<blockquote data-quote="Primitive Screwhead" data-source="post: 1753562" data-attributes="member: 20805"><p><strong>Initial Thoughts..</strong></p><p></p><p>How about, </p><p></p><p> Start with Assumed value, have the seller roll an Appraise check to determine what they think the value of the item is. This is the price that would be on the price tag if they use one.</p><p></p><p> Begin the haggling at 80% of the assumed value.</p><p></p><p>A successful bluff check can grant a +2 bonus to the opposed skill check.</p><p>A successful Appraise check of DC 15 can grant a +2 bonus to the opposed check if the sellor has overpriced the item.</p><p></p><p>Make an opposed skill check for either Prof -X or Craft -X using either 2D10 or just 1D10. Profession skills cannot be used untrained, but for this check you could make an untrained check with a -4 penatly.</p><p></p><p>Determine the amount succeded by and that side gets 5% advantage per point. The price cannot drop below 40% and cannot go above 120%.</p><p> [Basically capping the advantage at +8]</p><p></p><p>fx, Fred and Wilma haggle over a carpet remanent. Fred thinks it worth 100gp. The opposed check ends up as Fred with 15 and Wilma with 19. Wilma 'won' by 4 points, so the carpet gets sold for 60 gp [4*5=20% advantage subtracted from the base of 80%]</p><p> Had Wilma known that Fred was overpricing, her result would have been 21 and would have gotten the carpet for 50gp.</p><p></p><p>Downside, people like me will need a calculator handy. PC's can gain higher values from loot.</p><p>Upside, characters skill investment is much more important than lucky rolls. True appraisal of the item is important, as opposed to just looking it up in the book.</p><p></p><p>Of course, after typing all this and drinking more caffiene... your method is pretty cool. I would use the bluff/sense motive to modify the skill roll and use the relevant profession or craft skill instead of a new skill.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 1753562, member: 20805"] [b]Initial Thoughts..[/b] How about, Start with Assumed value, have the seller roll an Appraise check to determine what they think the value of the item is. This is the price that would be on the price tag if they use one. Begin the haggling at 80% of the assumed value. A successful bluff check can grant a +2 bonus to the opposed skill check. A successful Appraise check of DC 15 can grant a +2 bonus to the opposed check if the sellor has overpriced the item. Make an opposed skill check for either Prof -X or Craft -X using either 2D10 or just 1D10. Profession skills cannot be used untrained, but for this check you could make an untrained check with a -4 penatly. Determine the amount succeded by and that side gets 5% advantage per point. The price cannot drop below 40% and cannot go above 120%. [Basically capping the advantage at +8] fx, Fred and Wilma haggle over a carpet remanent. Fred thinks it worth 100gp. The opposed check ends up as Fred with 15 and Wilma with 19. Wilma 'won' by 4 points, so the carpet gets sold for 60 gp [4*5=20% advantage subtracted from the base of 80%] Had Wilma known that Fred was overpricing, her result would have been 21 and would have gotten the carpet for 50gp. Downside, people like me will need a calculator handy. PC's can gain higher values from loot. Upside, characters skill investment is much more important than lucky rolls. True appraisal of the item is important, as opposed to just looking it up in the book. Of course, after typing all this and drinking more caffiene... your method is pretty cool. I would use the bluff/sense motive to modify the skill roll and use the relevant profession or craft skill instead of a new skill. [/QUOTE]
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