Negotiation and Purchases (with examples)

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

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

73190757_EXAMPLE1.jpg.698bb69d7a58487636804c7b9217e64e.jpg

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

1674987414_EXAMPLE2.jpg.b59279b57eaf3e7eb2ea700a6c91be00.jpg

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

469084990_EXAMPLE3.jpg.ce58d099fe3109bd3bbe0c67f9a949af.jpg

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

985722547_EXAMPLE4.jpg.4268926a9f310970bdc134d3d4a7f137.jpg

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

1381560752_EXAMPLE5.jpg.f1bb0bf7531ba152f8ed4336d320c69b.jpg

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.

If your PCs are not specifically invested in talents that effect the time, difficulties and costs involved, you could just handle shopping in a narrative fashion, without rolling for it.

In the above instance, Failure w/ 4 Advantage, I would say there was no x-34 to be had- but maybe a speeder truck or a couple speeder bikes are available.

Edited by Edgehawk
30 minutes ago, Edgehawk said:

If your PCs are not specifically invested in talents that effect the time, difficulties and costs involved, you could just handle shopping in a narrative fashion, without rolling for it.

In the above instance, Failure w/ 4 Advantage, I would say there was no x-34 to be had- but maybe a speeder truck or a couple speeder bikes are available.

Thanks for your input! Definitely. And specially for some none interesting stuff I've been doing it just narrative.

Btw, how do you find the dice interpretations, do you do it like this?

It's just that this player in particular showed interested in merchant related talents for the future and dumping some more stat points into negotiation and streetwise. If I don't give them any situation to shine like that they'll be disappointed. We are using this campaign to learn the system so I thought first I need to understand this myself because it's driving me mental at the moment ahahah Still love the system though, so much fun.

Edited by Josemix
11 minutes ago, Josemix said:

It's just that this player in particular showed interested in merchant related talents for the future and dumping some more stat points into negotiation and streetwise. If I don't give them any situation to shine like that they'll be disappointed.

Yes, you’re doing it right then, for your player.

Of your dice interpretations, this is the only one I really have trouble with. With the Failure, I would say they do not locate one, wonky or otherwise- that would be Success with Threat.

54 minutes ago, Josemix said:

EXAMPLE 4: 1 Fail, 1 Threat

985722547_EXAMPLE4.jpg.4268926a9f310970bdc134d3d4a7f137.jpg Or maybe they find one for half the price but it's wonky?

Yes to all.

Maybe for 1F, 1 Thr = no speeder and you paid 10 credits for the application fee. ;) (Those 1-Adv, 1-Thr's we occasionally have, I like to just say, "You found/lost 10 credits." One of those irresistible "Know your fortune!" token machines in the shop on the way out! Or, "You find 10 credits on the ground."

I tend to agree that "no successes" = "no speeder". 1F 4 Adv? He has a different vehicle on-hand, a bit more pricey or a bit different than needed.

Failure with threat could also just mean a huge waste of time. Or a growing sense of frustration (strain).