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*Pathfinder & Starfinder
What are your Pathfinder houserules?
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<blockquote data-quote="Wik" data-source="post: 5874701" data-attributes="member: 40177"><p>You could use something similar to my "barter" rules for Dark Sun.</p><p></p><p>In Dark Sun, our barter rules work like this - you set up the items so that they are equal in value, and then each side makes a diplomacy check (no aiding another, and people won't be bartering with you if you buff yourself up in the open, etc). If you win, your asking price goes up by 10%... and if he wins, his asking price goes up by 10%. </p><p></p><p>You can do this up to three times, if both sides agree to it. At any time, a negotiator can "opt out" and pay the current price - but once you start bartering, you can't back out of the deal without suffering social repercusions. In this system, you can sell your wares at up to 130% of what you'd normally get.</p><p></p><p>***</p><p></p><p>For gambling, I'd set it up as a background skill (have I mentioned background skills in my campaign in this thread?). What you'd do is have a buy-in amount, and set it up either as a closed game (you play until one guy has all the money), or a set number of rounds of play (you play until x victory condition is achieved, or a certian amount of time has passed).</p><p></p><p>Tally up all the people that have added to the pot, to get the final pot amount. </p><p></p><p>Each character would make a gambling check. The highest wins big, the lowest two lose, everyone else breaks even. The high winner is "up" 20%, while each of the losers is down 10%. Repeat as you wish.</p><p></p><p>To make it a bit more fun, you could add in cheating, perception checks, sense motive checks to gain a +2 bonus on certain checks, intimidate, bluffing.... I think for gambling, a 4e style skill challenge is the way to go, at least as a starting point.</p></blockquote><p></p>
[QUOTE="Wik, post: 5874701, member: 40177"] You could use something similar to my "barter" rules for Dark Sun. In Dark Sun, our barter rules work like this - you set up the items so that they are equal in value, and then each side makes a diplomacy check (no aiding another, and people won't be bartering with you if you buff yourself up in the open, etc). If you win, your asking price goes up by 10%... and if he wins, his asking price goes up by 10%. You can do this up to three times, if both sides agree to it. At any time, a negotiator can "opt out" and pay the current price - but once you start bartering, you can't back out of the deal without suffering social repercusions. In this system, you can sell your wares at up to 130% of what you'd normally get. *** For gambling, I'd set it up as a background skill (have I mentioned background skills in my campaign in this thread?). What you'd do is have a buy-in amount, and set it up either as a closed game (you play until one guy has all the money), or a set number of rounds of play (you play until x victory condition is achieved, or a certian amount of time has passed). Tally up all the people that have added to the pot, to get the final pot amount. Each character would make a gambling check. The highest wins big, the lowest two lose, everyone else breaks even. The high winner is "up" 20%, while each of the losers is down 10%. Repeat as you wish. To make it a bit more fun, you could add in cheating, perception checks, sense motive checks to gain a +2 bonus on certain checks, intimidate, bluffing.... I think for gambling, a 4e style skill challenge is the way to go, at least as a starting point. [/QUOTE]
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