Zenizar |
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I believe you were asking for the Buy/Sell system I use in my home games. The chart is different depending on the setting you are using it in. For instance if you are the hero of a small town the bottom DC is a better percentage than if you are new to a metropolis. Every 5 drops the % of Buy and increases the % of sell by 5%.
So then you set the DC for the "standard" rule buy/sell.
50% Sell would be a DC 10 lets say and 100% Buy is also at 10. So then if someone got a 20 on their check it would be Buy at 90% or Sell at 60%
Example chart
DC 10 50% Sell/100% Buy
DC 15 55% Sell/95% Buy
DC 20 60% Sell/90% Buy
Etc
You adjust the base, as I said, on the community and any reputation the character may have within that community. Towns that are small and have no money maybe they start the DC at 20 for 50% sell/100% Buy or Big cities take time and some reputation to get going? Or maybe they have a robust economy, up or down.
Characters who are known as heroes maybe get a bonus to the roll or sometimes I don't give a bonus but rather round up or down based on behavior of said character.
I recommend you state clearly the 2 rules I have in place.
A) We aren't playing Merchants and Bankers. We aren't using the buy/sell to gain the gold system. If items become cheaper to buy than sell enjoy that, don't abuse it.
B) There is a cap. Trust me make a cap. I usually cap it at DC 40. This system has the potential to skew the wealth by level. Especially if you allow crafting and allow it to affect the crafting costs. By 10th level the party is quite often 2 APL higher just due to wealth. Not a problem if you plan for it. It is not a linear improvement, every level you go with this system the fatter the PCs wealth is.
But it is fun and can allow folks to get to play with the higher level magic purchases a little earlier.