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Lemme know how this feels if you’re an RPG veteran. A lot of systems seem to keep the prices vague, not sure how many encourage haggling with the mean big-titted lady in the bodega.

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Даня Образцов

Lots of systems replace number values with vague stats, like a Resources roll. So I think this works great and fits the theme.

CozyKuroKuma

I feel like Friendly should be 18-20 if it's gonna be a 25% increase, and indifferent should be a wider area. When I DM I'll add a personal modifier if my players RP well enough to get the objective done.

Taylor Guest

Yeah, having both Hostile and Friendly just be 10% odds each, and keep Angry to just 25% odds is gonna let Indifferent take 55% odds and be the baseline, which seems what you want.

Taylor Guest

It's a mild addition, but you want to have the ranges on the coin values balanced to certain ranges that fit dice rolls. So, like, Cheap could be (1d6 x 10) for 10-60 or (1d4+1 x 10) for 20-50. Fine could stay as is with (1d6+4 x 10) for the 50-100. And Valuable could be (1d10+10 x 10) for the 110-200.

CozyKuroKuma

In this particular pawn shop case, I'd even say 20% hostile 35% angry 35% indifferent 10% friendly if they're a bitch.

Xande

Maybe change Disposition to have a wider range? 1-4 Hostile, 5-8 Angry, 8-16 Indifferent, 16-20 Friendly.

z

You might want to offer an optional "resources" system in place of cash in the back. Rather than calculate out exactly how much treasure you'll get for your haul, it's a package of "roughly ten resources" and you can negotiate up or down on that basis as a part of roleplay or such.

Taylor Guest

Oh! This made me think of the idea that you could also include modifiers. Like, outside just the general spread, if you're in a bustling city it might give you a +1-2 on the roll, but if you're in some dodgy dive filled with cut throats it might give you a -3 on the roll.