Economics
Prices
base selling prices:
(1/2 book cost) * (seller mod) * (buyer mod) * (legality mod)
base item cost:
(book cost) * (seller mod) * (buyer mod) * (legality mod)
(how the seller feels about you)
seller mods
hates: 2 (you probably got caught stealing)
dislikes: 1.5 (typical of unknown sellers)
neutral: 1 (typical of known sellers)
likes: .75 (you are friends)
adores: .5 (there's got to be a spell going on)
(what the seller thinks the buyer is)
buyer mods
very shrewd: .5 (ooh, you're really good, or just buying a crap-ton of items)
shrewd: .75 (ooh, you're good, or just buying a bunch of items)
neutral: 1 (typical when the seller knows the buyer)
gullible: 1.5 (typical when the seller doesn't know the buyer)
very gullible: 2 (you just fail at life)
small illegal items are cheaper because they are easier to hide
I reserve the right to determine the legality of items
legality (size) mod:
legal: 1 (most common things)
distrusted: 1.25 (unusual items of dubious use)
illegal (small): 3 (pocket sized illegal objects)
illegal (large): 4 (hard to hide illegal objects
Haggling
you can change the sellers opinion of you, the buyer with haggling
skill options:
appraise + diplomacy:state the real price and haggle to a consenses (successful appraise check increases chance of diplomacy working)
bluff or diplomacy:guess the real price and haggle to a consensus
intimidate: guess the real price and haggle to a consensus (rarely works, legal merchants tend to call in the city guard when you start threatening them, illegal merchants usually have muscle hiding somewhere)
spells(charm, etc.):guess the real price and haggle to a consensus
successful haggling bumps you up one buyer level (temporary price decrease)
crit success or succeeding by 20+ bumps you up 2 buyer levels (temporary big price decrease)
crit fail or failing by 10+ drops you 1 buyer level, bumps seller up 1 level for 1d6 months (semi-permenent price increase)
semi-permenant changes: (all effects stack)
-regular trade with the same merchant drops seller 1 level for 1d4 months after regular trade stops
-being friends with a merchant drops seller 1 level for as long as friendship lasts
-getting caught stealing(each time) increases seller 1 level for 1d6 months
-getting caught stealing on level (seller: hates) = jail sentence
-spells drop seller 1 level for spell duration
When you are the seller
NPC buyers are not stupid. Typically, they:
-expect seller: neutral/ buyer: neutral mods
-know the average price if items as well
-expect discounts from their friends
-expect discounts when buying in bulk
-will try to haggle if the price is not to their liking
-will not spend more than 1.5x book value for common items
-like sales
The better the deal/experience when NPC's buy from you, the more likely they are to go to your shop again.
** You do not have to follow my pricing guidelines when setting pricing on items you are selling, this is just how I determine things, and what NPC's will expect when buying items from you.
base selling prices:
(1/2 book cost) * (seller mod) * (buyer mod) * (legality mod)
base item cost:
(book cost) * (seller mod) * (buyer mod) * (legality mod)
(how the seller feels about you)
seller mods
hates: 2 (you probably got caught stealing)
dislikes: 1.5 (typical of unknown sellers)
neutral: 1 (typical of known sellers)
likes: .75 (you are friends)
adores: .5 (there's got to be a spell going on)
(what the seller thinks the buyer is)
buyer mods
very shrewd: .5 (ooh, you're really good, or just buying a crap-ton of items)
shrewd: .75 (ooh, you're good, or just buying a bunch of items)
neutral: 1 (typical when the seller knows the buyer)
gullible: 1.5 (typical when the seller doesn't know the buyer)
very gullible: 2 (you just fail at life)
small illegal items are cheaper because they are easier to hide
I reserve the right to determine the legality of items
legality (size) mod:
legal: 1 (most common things)
distrusted: 1.25 (unusual items of dubious use)
illegal (small): 3 (pocket sized illegal objects)
illegal (large): 4 (hard to hide illegal objects
Haggling
you can change the sellers opinion of you, the buyer with haggling
skill options:
appraise + diplomacy:state the real price and haggle to a consenses (successful appraise check increases chance of diplomacy working)
bluff or diplomacy:guess the real price and haggle to a consensus
intimidate: guess the real price and haggle to a consensus (rarely works, legal merchants tend to call in the city guard when you start threatening them, illegal merchants usually have muscle hiding somewhere)
spells(charm, etc.):guess the real price and haggle to a consensus
successful haggling bumps you up one buyer level (temporary price decrease)
crit success or succeeding by 20+ bumps you up 2 buyer levels (temporary big price decrease)
crit fail or failing by 10+ drops you 1 buyer level, bumps seller up 1 level for 1d6 months (semi-permenent price increase)
semi-permenant changes: (all effects stack)
-regular trade with the same merchant drops seller 1 level for 1d4 months after regular trade stops
-being friends with a merchant drops seller 1 level for as long as friendship lasts
-getting caught stealing(each time) increases seller 1 level for 1d6 months
-getting caught stealing on level (seller: hates) = jail sentence
-spells drop seller 1 level for spell duration
When you are the seller
NPC buyers are not stupid. Typically, they:
-expect seller: neutral/ buyer: neutral mods
-know the average price if items as well
-expect discounts from their friends
-expect discounts when buying in bulk
-will try to haggle if the price is not to their liking
-will not spend more than 1.5x book value for common items
-like sales
The better the deal/experience when NPC's buy from you, the more likely they are to go to your shop again.
** You do not have to follow my pricing guidelines when setting pricing on items you are selling, this is just how I determine things, and what NPC's will expect when buying items from you.



