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Community
General Tabletop Discussion
*Pathfinder & Starfinder
House rule: Buy checks, Appraise, Perform
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<blockquote data-quote="Bayonet_Chris" data-source="post: 3345600" data-attributes="member: 34405"><p><strong>Equipment DCs</strong></p><p></p><p>This part is a bit of a rough draft, so bear with me...</p><p></p><p>The DCs are composed of four parts: rarity (how common the item is), cost (how much it costs to create), the size of the community (a measure of available resources), and the relative supply and demand for those items in the market.</p><p></p><p>Two, community size and supply/demand, are in the PDF table. Cost is listed in various equipment guides and the player's handbook.</p><p></p><p>Rarity (Base DC)</p><p>Common (5)</p><p>Uncommon (10)</p><p>Rare (15)</p><p>Exotic (20)</p><p></p><p>Cost (DC Modifier)</p><p>< 1 gp (-1 DC)</p><p>1-10 gp (+0 DC)</p><p>11-25 gp (+1 DC)</p><p>26-50 gp (+2 DC)</p><p>51-100 gp (+3 DC)</p><p>101-250 gp (+4 DC)</p><p>251-500 gp (+5 DC)</p><p>501-1000 gp (+6 DC)</p><p>1001-2500 gp (+7 DC)</p><p>2501-5000 gp (+8 DC)</p><p>5001-10000 gp (+9 DC)</p><p>Each additional 10000gp (+1 DC)</p><p></p><p>There is the possibility of class and/or feat modifiers to buy checks, mainly through status (the nobility have more of a "right" to certain expensive items and they can acquire them where "normal" people cannot, etc.) Sometimes you have to acquire items in ways other than simply buying them.</p><p></p><p>A longsword has a base cost of 15 gp (+1 DC) and is uncommon (DC 10), so it has a base DC 11. When trying to buy it in a small town (no modifier to buy check) with no other modifiers, An 11 or higher on d20 will enable someone to buy it for the base cost. Rolling less than 11 will increase the price from 16gp (16.5) to 30gp. Rolling a 1 and the item will be completely unavailable.</p><p></p><p>An adventurer wants to sell a longsword he looted from a mercenary he killed. The base cost is 15gp (+1 DC) and it is still uncommon (DC 10), so there is a base DC 11. The base resale value is 25% (around 4 gp in a pinch). On an 11 or higher, the item will sell for 4 gp. If the GM rolls less than an 11, the sale price will increase up to a maximum of 8 gp (I tend to work in sp, because it's easier). On a 1, no one is interested in buying the item.</p></blockquote><p></p>
[QUOTE="Bayonet_Chris, post: 3345600, member: 34405"] [b]Equipment DCs[/b] This part is a bit of a rough draft, so bear with me... The DCs are composed of four parts: rarity (how common the item is), cost (how much it costs to create), the size of the community (a measure of available resources), and the relative supply and demand for those items in the market. Two, community size and supply/demand, are in the PDF table. Cost is listed in various equipment guides and the player's handbook. Rarity (Base DC) Common (5) Uncommon (10) Rare (15) Exotic (20) Cost (DC Modifier) < 1 gp (-1 DC) 1-10 gp (+0 DC) 11-25 gp (+1 DC) 26-50 gp (+2 DC) 51-100 gp (+3 DC) 101-250 gp (+4 DC) 251-500 gp (+5 DC) 501-1000 gp (+6 DC) 1001-2500 gp (+7 DC) 2501-5000 gp (+8 DC) 5001-10000 gp (+9 DC) Each additional 10000gp (+1 DC) There is the possibility of class and/or feat modifiers to buy checks, mainly through status (the nobility have more of a "right" to certain expensive items and they can acquire them where "normal" people cannot, etc.) Sometimes you have to acquire items in ways other than simply buying them. A longsword has a base cost of 15 gp (+1 DC) and is uncommon (DC 10), so it has a base DC 11. When trying to buy it in a small town (no modifier to buy check) with no other modifiers, An 11 or higher on d20 will enable someone to buy it for the base cost. Rolling less than 11 will increase the price from 16gp (16.5) to 30gp. Rolling a 1 and the item will be completely unavailable. An adventurer wants to sell a longsword he looted from a mercenary he killed. The base cost is 15gp (+1 DC) and it is still uncommon (DC 10), so there is a base DC 11. The base resale value is 25% (around 4 gp in a pinch). On an 11 or higher, the item will sell for 4 gp. If the GM rolls less than an 11, the sale price will increase up to a maximum of 8 gp (I tend to work in sp, because it's easier). On a 1, no one is interested in buying the item. [/QUOTE]
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House rule: Buy checks, Appraise, Perform
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