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General Tabletop Discussion
*Pathfinder & Starfinder
House rule: Buy checks, Appraise, Perform
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<blockquote data-quote="Bayonet_Chris" data-source="post: 3343526" data-attributes="member: 34405"><p>I'm at work, so I don't have the document in front of me. If memory serves, the base DC is based on the base price of the object. So objects less than 1gp have a certain DC, then groups within a certain price range have higher DCs from there. I was considering the possibility of adding other modifiers for especially unique and/or complex items, despite the price.</p><p></p><p></p><p></p><p>Well, all you really need is the city size (which should be evident) and the base cost of the item. I do recall it being a pretty simple chart and even that can be simplified. The idea is that higher-cost items would only be available in larger locations that could afford them.</p><p></p><p>The buy check isn't modified by anything the PCs have, skills-wise. After the market value is established, they may wheel and deal as they see fit, but this is no different than normal. It just puts more of a framework around it. There is no reason why the GM couldn't roll the buy check in private to determine these things. A prepared GM could even have some of this figured out ahead of time.</p><p></p><p>As to the second statement, I actually see some benefit there. There are several scenarios that could rise just from this, and some value-add. GMs no longer have to figure/fudge if the PCs have access to certain items. Anything that gives a character or player purpose and a desire to interact within the story isn't necessarily a bad thing. Think of it from a rogue's perspective. Illegal items would have some negative modifiers simply because they may be "too hot". It's a simple mechanic to keep players thinking about things that are often taken for granted.</p><p></p><p>Thanks for the feedback!</p></blockquote><p></p>
[QUOTE="Bayonet_Chris, post: 3343526, member: 34405"] I'm at work, so I don't have the document in front of me. If memory serves, the base DC is based on the base price of the object. So objects less than 1gp have a certain DC, then groups within a certain price range have higher DCs from there. I was considering the possibility of adding other modifiers for especially unique and/or complex items, despite the price. Well, all you really need is the city size (which should be evident) and the base cost of the item. I do recall it being a pretty simple chart and even that can be simplified. The idea is that higher-cost items would only be available in larger locations that could afford them. The buy check isn't modified by anything the PCs have, skills-wise. After the market value is established, they may wheel and deal as they see fit, but this is no different than normal. It just puts more of a framework around it. There is no reason why the GM couldn't roll the buy check in private to determine these things. A prepared GM could even have some of this figured out ahead of time. As to the second statement, I actually see some benefit there. There are several scenarios that could rise just from this, and some value-add. GMs no longer have to figure/fudge if the PCs have access to certain items. Anything that gives a character or player purpose and a desire to interact within the story isn't necessarily a bad thing. Think of it from a rogue's perspective. Illegal items would have some negative modifiers simply because they may be "too hot". It's a simple mechanic to keep players thinking about things that are often taken for granted. Thanks for the feedback! [/QUOTE]
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House rule: Buy checks, Appraise, Perform
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