Thread: Trade Resources
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Old 02-25-2022, 10:54 AM
swaghauler swaghauler is offline
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Join Date: Jan 2015
Location: PA
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Teg's crew had some tables in Tw2K13s equipment section.

Here's a quick "white board alfa build."

First the items' Availability Ratings will be needed. I use the following modified availability ratings...

VERY COMMON: EASY SCROUNGING roll.
COMMON: ROUTINE SCROUNGING roll.
UNCOMMON: AVERAGE SCROUNGING roll.
SCARCE: DIFFICULT SCROUNGING roll.
RARE: FORMIDABLE SCROUNGING roll
EXTREMELY RARE/EXPERIMENTAL: IMPOSSIBLE SCROUNGING roll.


If I were running it, I would do it like this...
1) determine the availability. Very Common items would be worth 40% of their value when being sold to a merchant because they need to make a profit when they resell the item. This percentage of value goes up by 10% for each additional AVAILABILITY of the item (ie common 50%, uncommon 60%, scarce 70%, rare 80%, experimental 90%).

You then roll against an AVERAGE: PERSUASION or a DIFFICULT: ADMINISTRATION to get the shown amount.

A failed roll that exeeds your raw PERSUASION score (the 1 to 10 skill level). Results in a refusal to buy.

A failed roll that misses by less than your Raw (1-10) PERSUASION skill gets you a lowball offer of HALF value (ie a common item would value at 25% and a rare one at 40%).

A successful roll would see you get the asking price.

An OUTSTANDING SUCCESS would see you get your raw PERSUASION SKILL (the 1-10, not the asset) x 5% more than the base value.

That's a quick trade rule for you. I have to go offload...
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