I posted a haggling system a while back, the following is a quicker method for when DM or players don't care to haggle. The followign tables help determine buyer if none is planned by DM and of course to determine payment for loot.
The chance of selling loot will depend on the buyer.
Random Buyer Table
Roll
|
Buyer
|
General Reaction (roll 1d100
|
||
Notify
|
Deal
|
Theft
|
||
1-10
|
Poor Rube
|
1-2
|
3-95
|
96-100
|
11-20
|
Rube
|
1-3
|
4-97
|
98-100
|
21-25
|
Rich Rube
|
1-4
|
5-98
|
99-100
|
26-30
|
Poor Peddler
|
1
|
2-99
|
100
|
31-50
|
Peddler
|
1-2
|
3-98
|
99-100
|
51-55
|
Rich Peddler
|
1-10
|
11-97
|
98-100
|
56-65
|
Poor Artisan
|
1-2
|
3-99
|
100
|
66-75
|
Artisan
|
1-5
|
6-99
|
100
|
76-80
|
Rich Artisan
|
1-10
|
11-98
|
99-100
|
81-82
|
Poor Fence
|
1
|
2-97
|
96-100
|
83-86
|
Fence
|
1
|
2-98
|
99-100
|
87-88
|
Rich Fence
|
1
|
2-99
|
100
|
89
|
Poor Collector
|
1
|
2-96
|
97-100
|
90-96
|
Collector
|
1-2
|
3-98
|
99-100
|
97-100
|
Rich Collector
|
1-5
|
6-99
|
100
|
Notify: notify authorities. could be tax problem, criminal problem, or guild trade violation.
Deal: roll on next chart to see how good the deal comes out.
Theft: immediate possible but more likely a later theft.
Notify or Theft results may or may not reveal their reactions.
An artisan produces a good or service. A peddler sells goods produced by others. A collector specializes in acquiring limited ranges of goods.A rube is a non-professional customer. A fence is a black market contact. Fences may only be available in some campaigns to members of thief or assassin guilds. Finding a collector might require an advertising expense.
The Deal
|
Artisan
|
Peddler
|
Collector
|
Rube
|
Fence
|
2 or less
|
No sale
|
No sale
|
No Sale
|
No Sale
|
No Sale
|
3
|
10 % in coin or 12.5% in trade
|
10% in trade
|
10% in coin
|
No Sale
|
10% in coin
|
4
|
20% in coin or 25% in trade
|
20 % in trade
|
15% in coin
|
10% in Coin
|
20% in coin
|
5
|
33% in coin or 50% in trade
|
40% in trade
|
25% in coin
|
20% in Coin
|
40% in coin
|
6
|
50% in coin or 67% in trade
|
50% in trade
|
50% in coin
|
50 % in coin
|
50% in coin
|
7-8
|
75% in coin or 80% in trade
|
30% in coin or 60% in trade
|
75% in coin
|
80% in coin
|
60% in coin
|
9
|
80% in coin or 90% in trade
|
40% in coin or 70% in trade
|
90% in coin
|
90% in coin
|
75% in coin
|
10
|
90% in coin or 95% in trade
|
50% in coin or 80% in trade
|
100% in coin
|
100% in coin
|
80% in coin
|
11
|
95% in coin or 100% in trade
|
60% in coin or 90% in trade
|
125% in coin
|
150% in coin
|
90% in coin
|
12 or more
|
100% in coin or trade
|
70% in coin or 100% in trade
|
150% in coin
|
200% in coin
|
95% in coin
|
modifiers to the deal.
-2 if Seller CHA 6 or less
+1 if Seller CHA 15 or more
-4 for 10 p or greater sale to poor customer
-2 for 100 p or greater sale to common customer -2
-3 for 1000 p or greater sale to rich customer -3
(p: for gold standard use gp, for silver standard use sp)
-4 if outside normal market area of buyer (doesn't apply to rubes)
-2 if clearly "hot" or criminal goods. (doesn't apply to rubes or rich collectors)
-1 if first deal with buyer
+2 asking price is under 75% of actual value. (deal price will be based asking price)
Other possible modifiers could be based on relations between buyer and seller based on class, race, or alignment depending on DM discretion.
Note on EXP for treasure A DM could be cruel and only award exp based on what treasure is sold for.
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