fougerec
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Base Barter Value

Wed 05 Jan 2022, 17:25

I'm curious as to what others use as the base barter value for gear/loot. Many games have the value of an item be reduced for sale but TW2K doesn't seem to have that (or I missed it). Is the barter value the base value modified by the current reliability and Persuasion rolls?

Does that mean someone could sell something for more than the base value by rolling well on the Persuasion test?

Just trying to find the balance between not screwing my players, players looting, and keeping scarcity a thing.
 
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Fenhorn
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Re: Base Barter Value

Wed 05 Jan 2022, 18:08

T2K uses a barter system, a barter system with a bullet is set as '1'. If you want to sell something, you need to find someone that wants to buy that item and then it is up to you to accept whatever items he has as payment (if he uses something else than bullets).

How the exact trade works is written in the book, but as an example if you wants to sell a combat pistol (price 100) and you have found a buyer, you both roll a persuasion roll to see what the negotiated price is, if you (the seller) got one more success than him (the potential buyer), then the negotiated price is 110 (in bullets or other items that hopefully you accept). Now it is up to you to accept this or not, if not, then you have to find another buyer somewhere.
"Thanks for noticing' me." - Eeyore
 
fougerec
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Re: Base Barter Value

Wed 05 Jan 2022, 18:33

T2K uses a barter system, a barter system with a bullet is set as '1'. If you want to sell something, you need to find someone that wants to buy that item and then it is up to you to accept whatever items he has as payment (if he uses something else than bullets).

How the exact trade works is written in the book, but as an example if you wants to sell a combat pistol (price 100) and you have found a buyer, you both roll a persuasion roll to see what the negotiated price is, if you (the seller) got one more success than him (the potential buyer), then the negotiated price is 110 (in bullets or other items that hopefully you accept). Now it is up to you to accept this or not, if not, then you have to find another buyer somewhere.
My main issue is that say the PCs take out a group of 4 marauders armed with just bolt action rifles. That's now 1200 "bullets" worth of barter which makes the struggle for things less of an issue. I absolutely think that characters should get there, eventually. Not after a single encounter.
 
fougerec
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Re: Base Barter Value

Wed 05 Jan 2022, 18:46

It's easy enough to work around - either by limiting how much stuff folks have to trade with or by setting the default "sell" value lower. I was just wondering if I missed something or not. Wouldn't be the first time
 
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Fenhorn
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Re: Base Barter Value

Wed 05 Jan 2022, 18:50

If they got their hands on four bolt rifle and some ammo for them, sure they got some spare weapons. That doesn't necessary mean that they are rich, that just means that they have four extra rifles. It doesn't mean that can just go to a nearby store and buy 60 field rations, there are no stores. It just means that they have some extra weapons that they could 'sell' to someone, if they find someone that wants to 'buy' them and of course that the potential buyer of rifles also have something to pay with that interest the players. If the players get their hands on an M1A1, that doesn't mean that they now are millionaires (it has a price tag of 1 000 000). It just means that they have a tank.

To this, please read the Principles of the Game (p.28 Referees Manual), especially Principle #2.
"Thanks for noticing' me." - Eeyore
 
fougerec
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Re: Base Barter Value

Wed 05 Jan 2022, 18:57

To this, please read the Principles of the Game (p.28 Referees Manual), especially Principle #2.
Most games handle the scarcity either via rarity or via reduction in base sales value (like starting at at 20 or 25%). I had already planned to have situations like "oh the village only has 4 free food even though you have an entire rifle to trade for it". I mainly wanted to ensure I wasn't missing something as I didn't want to screw my players and making things harder (or easier) than needed.

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