So I've literally read every single post about negotiating, purchasing goods (legal and illegal) and trade.... and I still don't get it!!! It's so frustrating because I want to give my players some consistency and a quick solution. I know this post might seem redundant but I'd love to run a few examples with dices to understand how to handle situations in this system. For stimpacks/small stuff I wouldn't even try to roll anything up...... but for other more important stuff I'd like to know if what I am doing is right.
Situation: PURCHASE OF A PLOT IMPORTANT ITEM (LEGAL)
PC that has NEGOTIATION: Y G G
They are on an OUTER RIM World capital city: (rarity +2 to everything)
The item they want to purchase is Landspeeder X-34 which in the book it says rarity 2 and cost 4500 credits.
They arrive to this place and if they want to buy this speeder I'd make them roll Negotiation as it's a legal good . As the total rarity is 4 (2 basic + 2 because outer rim), that is 2 PURPLE on the rarity table.
Here some examples and I'd like to know if you agree with my interpretations:
EXAMPLE 1: 3 Successes 2 Threats
I'd say they find the speeder (1 success). The other two go towards a reduction of 5% each of 4500 creds. But then they have 2 threats which is +5% each so they find a seller who can sell them an speeder for 4500 creds.
Other way to read it could be they find a seller that has 3 speeders but each costs 4950.
EXAMPLE 2: 1 Success, 1 Advantage
I'd say they find a seller that has 1 speeder at 4500 creds. Maybe the seller has also something else they wanted or is happy to give a little item.
If they were on a time schedule I'd say they find 1 speeder at 4500 creds and pretty quick within 20 minutes going around a market or the city of this outer rim world.
EXAMPLE 3: 1 Success, 1 Advantage, 1 Triumph
I'd say the find the speeder at 4500 creds in short time (advantage) and either the speeder is pretty cool (maybe it has 1 point more of hull which I'd narrate) or the seller seems cool and wants to do them deals on other stuff.
EXAMPLE 4: 1 Fail, 1 Threat
They don't find a seller and they spend more time than they wanted??? Don't know how I could read that threat in other ways. Or maybe they find one for half the price but it's wonky?
Finally,
EXAMPLE 5: 1 Fail, 4 Advantages
Mmmm they don't find a seller with a speeder. Maybe they find a seller that can get them one for 4500 cred at the end of next week? I don't even know how to read something like that.
Anyway, these rolls (only 1 single roll) would sort out finding the item and the seller at a price depending on rarity. Now if the players want to haggle then they will have to roll negotiation vs the seller's negotiation but I'll leave that to a future post in this thread.