This is actually a two part question.
1) Failure in identification.
Suppose the PCs have found a green vial. They have medicine skill and what to guess what it is. As a GM I want to make it risky. For instance the vial might be Poison, but if they fail they medicine skill, they might think it's a healing draught. How do I do this?
I mean if they fail their medicine skill, and I tell them 'It's healing draught' they wouldn't drink it anyway. I could make it a hidden check, but again, it would make them suspicious.
2) Haggling.
A PC wants to buy armor. He finds a piece he is interested and knows that it costs 40 silver. He haggles and fails. Now he has to buy it for a 25% and he decides not too.
How could I have handled it, since they final choice is up to the PC. I could force him to take it, since his character would not know the initial value, but then I would receive icy glares.