Page 1 of 1

Haggling / Fluctuating Prices

PostPosted: June 13th, 2013, 5:42 am
by mikemacdee
Has anyone discussed this idea in detail? To add variety to the shopping aspect of the game.

HAGGLING
Hero rolls 1 red die for each mind point: for each 6 rolled, the price goes down by 25 gold. I tried this once in a playtest and a few lucky rolls saved the party about 100 gold collectively.

AND/OR

FLUCTUATING PRICES
Between quests, Zargon rolls X red dice, and the results stack.
6: All prices increase by 25 gold.
5: All prices increase by 10 gold.
4/3: Prices unaffected
2: All prices reduced by 10 gold.
1: All prices reduced by 25 gold.

Example: Heroes decide to shop between quests and Zargon rolls 4 red dice, resulting in 4, 5, 5, and 1. The price difference is +0, +10, +10, and -25 respectively, for a total of -5. As a result, all items are 5 gold less.
So the heroes might have a stroke of luck and walk into a clearance sale, buying the Wizard those much-needed bracers for only 100 gold. Or they run into a price gouger who charges 100 gold for a measly dagger...

In any case, no price can be reduced to less than 10 gold.

I am of course sleep-deprived as a write this, so it is undoubtedly rough as sandpaper, but I was mulling over this for a couple days and thought somebody else would have something to add. Or maybe find a good way to combine the two.

Re: Haggling / Fluctuating Prices

PostPosted: June 13th, 2013, 5:37 pm
by Ethica
Or put a merchant into a quest with some great deals on weapons and armour, maybe he gives you a great deal on a sword and later it snaps in half.

Re: Haggling / Fluctuating Prices

PostPosted: June 13th, 2013, 6:16 pm
by torilen
I use a little role-playing for this - I decide on where the heroes are...the region or area...and decide whether the
prices are higher or lower here, and then the heroes can choose to shop there, or attempt to travel some first, perhaps
finding lower prices if need be. I like the haggling idea, but I think you would need to add in a roll for the merchant, as
well, so that it is a two-sided haggle.

I also like what Ethica said - perhaps have them come across a great deal, which turns out to be a con later.

Re: Haggling / Fluctuating Prices

PostPosted: June 14th, 2013, 6:06 am
by mikemacdee
Ethica wrote:Or put a merchant into a quest with some great deals on weapons and armour, maybe he gives you a great deal on a sword and later it snaps in half.

Well there's always that, too. Ahh, the open-endedness of custom quests...

By the way, how tired was I when I started this thread? I didn't even remember making it 'til I came in here just now, looking for something else entirely... :?

Re: Haggling / Fluctuating Prices

PostPosted: June 14th, 2013, 11:32 pm
by Decipher
My :2cents: is I dont cut the players any breaks. They got to earn that gold. HQ is a gold driven game and cutting them a deal between each quest takes the drive out of the game. Why search for treasure if they can get something cheaper by haggling at the beginning of the next quest?

Re: Haggling / Fluctuating Prices

PostPosted: June 15th, 2013, 1:28 am
by Goblin-King
I'd say fluctuating prices.
You can get lucky and save a few gold, but you can also be unlucky and that new armor you had been saving up for is STILL unaffordable. Next quest little buddy... Next quest.

Re: Haggling / Fluctuating Prices

PostPosted: June 15th, 2013, 4:24 am
by mikemacdee
Goblin-King wrote:I'd say fluctuating prices.

The more I think on it, the more I tend to agree that this is the better idea of the two.

Though maybe that Treasure-Hunter class could use a "haggle" update...