Buying items - house rule idea

By edwardavern, in Star Wars: Edge of the Empire RPG

So, the rules for finding and buying items in the CR really bother me. I understand that these rules are supposed to be streamlined, abstract and keep dice rolling to a minimum, but this aspect of things just feels like it's been taken too far, and that things have been made a bit too easy.

This is an alternative version I've come up with. I'd love to get some feedback on whether or not it would work, and also some suggestions for the role that advantages and threats could play (you'll notice there's some gaps below where I've drawn a blank on this). All opinions welcome.

[sidenote: obviously these rules are very general. There are specific occasions when they might not work, or might not be relevant, or when the GM wants to do something else.]

To find an item, make a Knowledge check: normally Core Worlds or Outer Rim, depending on what planet you are visiting, but use Underworld for black market or restricted items (or other Knowledge skills if they are more relevant). The difficulty should be dependent on the rarity of the item you're looking for, as per CR p150, and be adjusted depending on your location.

  • Success means you are able to locate a dealer with the item you're after.
    • Additional successes...
    • Advantage can be used to add Boost dice when buying the item (below).
    • Threat can be used to add Setback dice when buying the item (below).
    • Triumph could mean you make contact with a very reliable dealer on the planet. Add a Boost die whenever looking for items on this planet in the future. Alternatively, it could mean that the weapon you buy is Superior, or has some other upgrade.
    • Despair could mean you alienate the dealer, and must increase the Difficulty when buying the item (below). Alternatively, it could mean that the weapon you buy is Inferior, or is damaged.
  • Failure means you aren't able to locate a dealer with the item you're after on this planet during this visit.
    • Advantage...
    • Threat...
    • Triumph could mean that even though you cannot find this item, you find something just as good (or even better).
    • Despair...
If successful with this knowledge check, you may then take an opposed Negotiation/Streetwise test (dependign on legality) against the dealer to find out how much the item will cost, taking into account the Boost, Setback and Difficulty modifiers from the knowledge check. There are a few merchants/dealers in the adversaries lists, but a standard of 2 Difficulty dice with 1 Challenge dice (implying an attribute of 3 and a skill of 1) would seem logical.
  • Success means you can successfully buy the item at base price.
  • Additional successes decrease the price (10% per success?).
  • Failure means the dealer increases the price. Additional failures increase the cost in the same way as successes do for selling on CR p150.
  • Advantage... (for items with the Limited Ammo rule, Advantage could mean that you receive some ammunition free of charge).
  • Threat...
  • Triumph could mean you make contact with a very reliable dealer on the planet. Add a Boost die whenever looking for items on this planet in the future. Alternatively, it could mean that the weapon you buy is Superior, or has some other upgrade.
  • Despair might mean the dealer refuses to sell the weapon to you, or that the weapon he sells you is Inferior, or is damaged.

What do people think?

1) How is this really any different other then requiring a knowledge check AND a negotiation/streetwise check?

2) Seems like a lot of rolling and dice interpreting to buy a stimpack.

On GhostOfMan's second point. I think more in depth buying/selling rules should be used on hotter and/or more exotic items. But I tend to treat those like adventures in-of-themselves.

If the opportunity presents itself during a mission, they can buy items. I prefer to keep such inane portions of the game away from the table. Resupplies take place via slice of life adventure logs on the website. If the item is of particular interest or value to the player, something they have been saving for, or if it is exotic or rare, as kaosoe says, then an adventure it shall be, either in part or in whole.

Since the rarity is set up from 1-10, 1 being easy to find, that 3 is the cut off for roles don't role for rarity of 3 or under, or if you like 5 and under, then you are streamlined and not rolling as much to find items and it cuts down on the amount of times you have to roll, instead of basically describing the RAW and what seems to me as additional roles.

It may also have to do with context... in my games most shopping is just Adventure outfitting. Roll a few times really fast to get what you need (or not) and get back to the story part of the game that actually matters.

If that's not what the OP is going for then perhaps he needs more. Some people like playing Multiplayer Spreadsheet Simulator Online EVE Online...

1) How is this really any different other then requiring a knowledge check AND a negotiation/streetwise check?

2) Seems like a lot of rolling and dice interpreting to buy a stimpack.

Stimpacks should be like First Aid kits.... you should be able to get them everywhere within reason, even if the seller only has onle left - Adventure Hook, buy stimpacks, sell them at a profit on a backwater planet

or as common as Moisture Vaporators on Tatooine, one on every street corner ;)

1) How is this really any different other then requiring a knowledge check AND a negotiation/streetwise check?

2) Seems like a lot of rolling and dice interpreting to buy a stimpack.

Stimpacks should be like First Aid kits.... you should be able to get them everywhere within reason, even if the seller only has onle left - Adventure Hook, buy stimpacks, sell them at a profit on a backwater planet

or as common as Moisture Vaporators on Tatooine, one on every street corner ;)

So.... Exactly like it currently is?

Thanks for the responses. Realised I've been approaching this wrong, and many of your comments were right on the money, so really thanks for that.

for my next campaign I will talk to the players beforehand how they want to handle this, if they want to roleplay every transaction or just roll every transaction.

Sometimes it got repetitive to invent some random merchant on the fly and I felt like putting pokecenters filled with rodian sister joys on every planet.

Other times some random merchant "clicked" with the story and became an intrinsic part of the adventure or an adventure on its own.

For me, I think I’d eyeball it — Depending on the combination of rarity and cost and/or Restricted nature.

Don’t sweat the small stuff, but the bigger stuff would definitely be appropriate to handle with more rolls of whatever type you think should be appropriate.

And what is small stuff one time might be bigger stuff next time, or vice-versa.