Bartering

The Quintessential Barbarian

The Quintessential Barbarian cover

The Quintessential Barbarian cover

Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn

The material below is considered Open Game Content

Bartering

In some cultures, the introduction of coinage has yet to develop. A shiny metal coin holds no value to these people as the coins have no concrete value. Instead of the complicated mess of exchange rates, variant metals and other unnecessary complications, they exchange goods and services for goods and services, or bartering as it is commonly called. Objects do not have a fixed value. A sword has only so much worth to a person who does not wield it. In fact, it is more likely the individual would prefer a cow to the sharp edge of a sword, depending on the individual’s livelihood. In settings such as these, a mechanic becomes necessary to determine exchange for cultures that exist without an established monetary system. As the d20 system remains a coin-based system, all values for bartering have an equivalent coin value, albeit somewhat skewed. When a character wishes to trade one item for another, he must demonstrate the item’s usefulness to his prospective customer. Doing so requires a Bluff check against the target’s Sense Motive. The trader must convince the customer of the value of the product he wishes to trade. Once the check has been resolved, refer to the following table. The check refers to the outcome of the dice rolls, while the result determines what it is the potential customer is willing to trade. The example column is a potential result for an average farmer asked to provide lodging for one night. The character in question has a vial of acid, which he must persuade the farmer is worth at least the hospitality he hopes for.

Logic should guide the player and Games Master alike as no right-minded farmer would be willing to part with his prize horse unless he receives something of suitable worth. Other circumstantial modifiers may affect the negotiations. For example, if the same negotiator is a blood-soaked adventurer covered in gore, touting an unholy symbol dedicated to the most wicked demon lord in history, he will likely suffer some fairly hefty penalties in negotiations. Likewise, a Non-Player Character will never part with something which he treasures beyond any price. For example, the same adventurer comes to his front door and desires the farmer’s daughter to do with as he would. Unless the farmer is evil, it is unlikely he would see anything the character would have to offer as suitable recompense for his own flesh and blood.

Check Result Example: Farmer
Bluff check wins by +11 or more Of highest value to the customer A night’s stay in the farmer’s own bed.
Bluff check wins by +6 to 10 Of moderate value to the customer A night’s stay in another bedroom in the home.
Bluff check wins by +1 to 5 Of minor value to the customer A night’s stay in the house with blankets and pillows.
Both checks are even Of equal value to the customer A night’s stay by the hearth.
Sense Motive wins by +1 to 5 Of slightly lesser value to the customer A night in the barn with the animals.
Sense Motive wins by +6 to 10 Of moderately less value to the customer A night in the field.
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