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=== Economy === * Gold coins are 1/200 lbs, so a pound of gold is worth 200 gold coins instead of 50. Silver coins are 1/75 lbs. (This doesn't change anything else about the currency.) ** This makes carrying larger amounts of currency easier and makes bars of gold worth a bit more. ** Platinum is 1/250 lbs per coin, making a pound of platinum worth 2500 gp. * We'll use the Making Crafting Work booklet for craft times. This includes magic items. ** Master Alchemist reduces the time by one stage and still allows you to brew multiple doses. * Feel free to take non-standard craft skills. ** Craft (Weapons) or Craft (Guns) will work with Master Craftsman for magical firearms. * Haggling is handled by a diplomacy, bluff or intimidate check opposed by the NPCs diplomacy, sense motive or will save respectively. The price will increase or decrease by the difference in percent. ** The buyer is at a -1 penalty for each full 1000 gp of the item's list price. The seller might have a bonus to their will save vs an intimidating customer if they're in a safe area (such as a city). ** Good roleplaying can also give a bonus to this roll. ** The result is limited to plus or minus 20% in most cases. ** Bluffing or intimidating merchants can have negative consequences, especially if they win the roll. If they win by 10 or more, they'll kick you out of the shop or call the guards. ** You can't take 10 on this roll, but you can choose not to roll and just take the list price. * If you want to run a business, look up the Economicon. Note that there are penalties for not sticking around to actually run said business, and just being an owner (as opposed to a manager) means you'll be getting a much smaller paycheck.
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