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*Pathfinder & Starfinder
Selling items : illogical rule ?
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<blockquote data-quote="Grabuto138" data-source="post: 4333061" data-attributes="member: 61053"><p>Example?</p><p></p><p>I know that someone in my party will almost certainly start with a streetwise check. I’ll make the DC a gimme and lead them to a tavern.</p><p></p><p>I know that Dave the Rogue likes to role play so he will probably go into the tavern and start chatting people up. He will meet Sleazy Guy. A failed intimidate check will make all subsequent checks -5. A successful intimidate check and he learns that there is a fence by the docks with the ready cash to do a deal. A secret insight check will also indicate that there is something funny about Sleazy Guy (he is offended by the intimidation and intends to rob the party on the way to the fence.) A bluff or diplomacy reveals the same information but does not invite the robbery. The fence will be a straight-up negotiation ending in either a fight or a sale at better than 20% depending on how well they party does.</p><p></p><p>If the party is uncomfortable with Sleazy Guy and wants to continue searching they will learn from the bartender that there is a merchant who specializes in high-end art and oddities. He may be interested.</p><p></p><p>The problem is that this merchant works by appointment only, and only grants appointments to referrals. He figures that if he doesn’t know you, you are either too poor to bother with or too dangerous to be worth the risk. Does the party try to bluff their way past the secretary? Disguise themselves as someone else? Try to make friends with of the merchant’s most trusted customers (and maybe do a “simple task” in exchange for an introduction)?</p><p></p><p>At the end of the situation, the party will get increased value for their item that will coincidently match the amount of treasure they would expect from an adventure of equal difficulty, since this is an adventure after all. If they choose the most difficult route, such as doing a short adventure for the customer in exchange for a meet, and then successfully negotiate with the merchant, I would allow the party to return to this merchant for better than 20% for some time, or at least until it gets old. Then the merchant will be robbed, kidnapped, turned into vampire, attacked by CHUDs in his basement etc.</p></blockquote><p></p>
[QUOTE="Grabuto138, post: 4333061, member: 61053"] Example? I know that someone in my party will almost certainly start with a streetwise check. I’ll make the DC a gimme and lead them to a tavern. I know that Dave the Rogue likes to role play so he will probably go into the tavern and start chatting people up. He will meet Sleazy Guy. A failed intimidate check will make all subsequent checks -5. A successful intimidate check and he learns that there is a fence by the docks with the ready cash to do a deal. A secret insight check will also indicate that there is something funny about Sleazy Guy (he is offended by the intimidation and intends to rob the party on the way to the fence.) A bluff or diplomacy reveals the same information but does not invite the robbery. The fence will be a straight-up negotiation ending in either a fight or a sale at better than 20% depending on how well they party does. If the party is uncomfortable with Sleazy Guy and wants to continue searching they will learn from the bartender that there is a merchant who specializes in high-end art and oddities. He may be interested. The problem is that this merchant works by appointment only, and only grants appointments to referrals. He figures that if he doesn’t know you, you are either too poor to bother with or too dangerous to be worth the risk. Does the party try to bluff their way past the secretary? Disguise themselves as someone else? Try to make friends with of the merchant’s most trusted customers (and maybe do a “simple task” in exchange for an introduction)? At the end of the situation, the party will get increased value for their item that will coincidently match the amount of treasure they would expect from an adventure of equal difficulty, since this is an adventure after all. If they choose the most difficult route, such as doing a short adventure for the customer in exchange for a meet, and then successfully negotiate with the merchant, I would allow the party to return to this merchant for better than 20% for some time, or at least until it gets old. Then the merchant will be robbed, kidnapped, turned into vampire, attacked by CHUDs in his basement etc. [/QUOTE]
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Selling items : illogical rule ?
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