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<blockquote data-quote="Spatzimaus" data-source="post: 991645" data-attributes="member: 3051"><p>Well, what I posted above won't be exactly the same as what I had before. We shifted the skill checks around a bit, but the concept is the same: price is appraised value +/- (250/CHA)%, with modifiers thrown in. This was originally intended for magic items, or any "commodity" item that doesn't depreciate. (A pound of gold that's been banged around is still worth full value, while most other goods get less valuable) Items that depreciate work a bit differently.</p><p></p><p>The key is to keep it simple in execution, only using the full rules if the player wants it. Just ballparking everything works just fine for 99% of the items out there. If you think skill X should have more impact, just change the system to match.</p><p></p><p>There are a few other things to remember:</p><p>> There are some items the merchant simply doesn't haggle on. Some merchants might not haggle at all. For example, a merchant selling a +1 sword knows it's worth 1300gp. If he just wants to unload the thing he might set the price at 1400 and refuse to haggle. If you go into the 99 cent store, it's pointless to try convincing the guy behind the counter to accept 85 cents.</p><p>> These sorts of rules are meant for shops, where the customer walks in knowing what he wants and the merchant only gives a little advice. If you want to represent the charismatic huckster in the market, who's trying to convince you that you need his item, there should be more dependence on his CHA than on yours.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 991645, member: 3051"] Well, what I posted above won't be exactly the same as what I had before. We shifted the skill checks around a bit, but the concept is the same: price is appraised value +/- (250/CHA)%, with modifiers thrown in. This was originally intended for magic items, or any "commodity" item that doesn't depreciate. (A pound of gold that's been banged around is still worth full value, while most other goods get less valuable) Items that depreciate work a bit differently. The key is to keep it simple in execution, only using the full rules if the player wants it. Just ballparking everything works just fine for 99% of the items out there. If you think skill X should have more impact, just change the system to match. There are a few other things to remember: > There are some items the merchant simply doesn't haggle on. Some merchants might not haggle at all. For example, a merchant selling a +1 sword knows it's worth 1300gp. If he just wants to unload the thing he might set the price at 1400 and refuse to haggle. If you go into the 99 cent store, it's pointless to try convincing the guy behind the counter to accept 85 cents. > These sorts of rules are meant for shops, where the customer walks in knowing what he wants and the merchant only gives a little advice. If you want to represent the charismatic huckster in the market, who's trying to convince you that you need his item, there should be more dependence on his CHA than on yours. [/QUOTE]
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