Haggling?


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I dunno anything in any books, but it seems to me that good RP mixed with some Diplomacy, Bluff, Sense Motive, and Appraise checks here and there could do haggling fairly well. At least, that's what I get my PCs to do, and they enjoy it.

The most fun is when they lie about an object and don't actually mention to use Bluff. That's when they hear me roll behind the screen(otherwise I let them roll on their own in the open) and up the pressure some.
 

You might want to check out Sold on 3d6.org (Word Document). My group just jumps straight to step 4 - I assign a DC, they roll a diplomacy check, depending how much they beat the DC, they get X percent more than 50% of book value.
 

In essence, my entire system revolves around opposed Profession (Merchant) skill checks, with synergy bonuses gained for the following; Bluff, Sense Motive, Appraise and relevant Craft skill(s). Success means a 2.5% price alteration per point by which the check succeeds. Failure indicates full price (and maybe a Diplomacy check to avoid a future penalty). As a rule of thumb, I allow PCs to buy at book price and sell at half book price.
 


No, worked items only; metals, gems, etc at full price, modified by market forces (edit: AND haggling)...

I roll twice for each settlement for high/low price; 65% plus 2d6 x 5% (giving me 75% - 125%). The DC to find the low price is the differnce from the high price...

Example; the party rolls into town to buy and sell. I roll 2d6 twice and get two totals; 10 and 5, representing 90% low price and 115% high price. With a Gather Information check DC 25 (115 - 90) they find the low, otherwise its the high...
 
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