Commerce
Full versionCommerce is a key element in character progression in Worlds Awakening. Whether it involves acquiring new weapons, upgrading equipment, or negotiating prices, interactions with merchants directly influence character development.
In this section, we will cover the rules and mechanics related to buying, selling, and upgrading arsenal, as well as negotiation techniques for getting the best deals.
Buying and Selling Arsenal
When characters wish to acquire a new weapon, several factors influence its price.
Weapon Roll Bonus
The cost of the roll bonus depends on the value of the bonus that the weapon grants to the attack roll. This cost is calculated by multiplying the bonus value by 20.
The weapon's roll bonus value must be between -3 (penalty) and +3.
If this bonus is negative (penalty), the cost becomes a discount.
Roll Bonus Cost = Roll bonus x 20
For example, a sword granting a +3 bonus to its attack roll using strength (STR+3) will cost 60 NX (3 x 20). We still need to determine the cost of its damage and its potential special effect.
If another sword gives a -1 penalty to its attack roll, it will receive a 20 NX reduction on its final price.
Equipment Bonus
Equipment is generally used in the off-hand and does not have an attack but can grant various bonuses such as defense bonuses (Phys Def or Mag Def) or attack bonuses (Melee Atk/Ranged Atk/Mag Atk).
The value of an equipment bonus must be between -3 (penalty) and +3. If this bonus is negative (penalty), the cost becomes a discount.
Bonus Cost = Bonus Value x 20
For example, a grimoire granting +2 to Mag Atk would cost 40 NX (2 x 20).
Some equipment may have other effects, such as Magic Points (MP) regeneration at the cost of a free action (F). This particular effect is then considered a special effect and not an equipment bonus.
Weapon Damage
The damage cost is defined by adding two elements:
- The number of dice rolled multiplied by the die value;
- The damage bonus multiplied by 20.
The number of damage dice must not exceed 3 (4 for two-handed weapons). The damage bonus value must be between -5 and +5. If this bonus is negative (penalty), the damage bonus cost consequently becomes a reduction.
Here is a table listing each die and their associated value:
| Die | D4 | D6 | D8 | D10 | D12 |
|---|---|---|---|---|---|
| Value | 40 | 60 | 80 | 100 | 120 |
Damage Cost = (Number of dice x Die Value) + (Damage Bonus Value x 20)
Special Effect
Each weapon or piece of equipment can have a special effect that may vary in power and utility.
For example, equipment offering other types of bonuses such as Magic Points (MP) Regeneration in exchange for a simple attack (A) are considered special effects.
A flaming sword adding 1d4 Fire damage in addition to its normal damage is also a special effect.
A weapon or piece of equipment can only have one special effect.
The value assigned to a special effect is left to the GM's discretion, based on the relevance and power of the effect.
This value can be negative if the special effect acts as a penalty or constraint (for example, to offset high damage).
Special Effect Value = At the GM's discretion
Final Price
The total cost of a weapon or piece of equipment is obtained by summing all the parameters we just covered.
In the case of a weapon:
Total = Roll Bonus Cost + Damage Cost + Special Effect Value
Suppose you want to offer the following weapon for sale: Longsword STR+2 DM 1d8+2 (no special effect).
- Roll Bonus Cost (+2): 2 x 20 = 40 NX
- Damage Cost (1d8+2): (1 x 80) + (2 x 20) = 120 NX
- Special Effect Value: 0 NX (no special effect)
Total Cost = 40 + 120 + 0 = 160 NX
In the case of equipment:
Total = Equipment Bonus Cost + Special Effect Value
Suppose you want to offer the following equipment for sale: Arm Guard +2 Melee Atk.
- Bonus Cost (+2): 2 x 20 = 40 NX
- Special Effect Value: 0 NX (no special effect)
Total Cost = 40 + 0 = 40 NX
Resale Price
The resale price of a weapon or piece of equipment is set at 50% of its value rounded in the merchant's favor.
Arsenal Upgrades
It is possible to upgrade a weapon, whether in terms of attack roll, damage, or bonuses in the case of equipment (Shield, Grimoire, etc.).
Weapon Roll Bonus
Increasing a weapon's precision translates to a better attack roll bonus.
Each additional point added to the roll bonus costs 20 NX. The maximum value of the weapon's roll bonus is +3 and its minimum value is -3. We will see a bit later that this value decreases when you increase the number of damage dice.
Roll Upgrade = Number of additional Bonus Points x 20
For example, if you upgrade a roll bonus from +1 to +3, it will cost 40 NX (20 x 2).
Equipment Bonus
Equipment is used in the off-hand and does not allow attacking, but it grants a bonus that can be upgraded.
Adding +1 to your equipment's Defense (Def) or Attack (Atk) costs 20 NX. The maximum value of an equipment bonus is +3 and its minimum value is -3.
Bonus Upgrade = Number of additional Bonus Points x 20
It is however not possible to add new bonuses to your equipment; you can only upgrade existing bonuses.
For example, if a shield only has a +2 Phys Def bonus, it is not possible to upgrade the shield by adding +1 Mag Def.
If you wish to add another type of bonus to equipment, consider this other bonus as a Special Effect.
Weapon Damage
To make a weapon more deadly, it is possible to upgrade its damage. However, there are some rules to follow.
Increasing Damage Bonuses
You can also increase damage by adding a damage bonus.
Each additional damage point costs 20 NX. The maximum value of damage bonuses is +5 and its minimum is -5. Increasing the number of damage dice will decrease this value.
If a player wishes to add +2 to their weapon's damage, it will cost 40 NX.
Increasing the Number of Dice
You cannot change the weapon's initial damage die type.
If the weapon uses 1d6 as its damage die, you cannot upgrade it to 1d8.
However, you can increase the number of dice rolled for damage.
The maximum number of dice is:
- 3 dice for a one-handed weapon.
- 4 dice for a two-handed weapon.
Furthermore, increasing the number of dice will reduce the damage bonus as well as the attack roll bonus by 1 per die added.
Each additional die has a different cost based on its max value:
| Die | D4 | D6 | D8 | D10 | D12 |
|---|---|---|---|---|---|
| Value | 40 | 60 | 80 | 100 | 120 |
Suppose a player has a Longsword STR+2 DM 1d8+2.
They wish to upgrade this weapon by adding an additional damage die while keeping the existing roll and damage bonuses: Longsword STR +2 DM 2d8+2.Here is what it would cost:
- Adding a damage die (from 1d8 to 2d8): 80 NX
- Adding a damage die reduces the roll bonus and damage bonus by 1:
Roll Bonus +1 (+2 -1), Damage 2d8 +1 (2d8+2 -1)- Roll Bonus Cost (from +1 to +2): 20 NX
- Damage Bonus Cost (from +1 to +2): 20 NX
Total Upgrade Cost = 80 + 20 + 20 = 120 NX
Special Effect
Weapons and equipment can be upgraded with special effects. You have the option of adding a new effect to a weapon or piece of equipment that does not have one or modifying an existing effect.
It is important to emphasize that adding or modifying special effects should remain exceptional, often requiring the collection of rare components. The Game Master (GM) is free to determine these components as well as the cost associated with these operations.
In the case of a negative special effect on a weapon or piece of equipment, the player will need to pay to remove this effect before being able to replace it with another. The cost of this removal is also determined by the GM.
Negotiating Prices
Negotiation is a delicate art, but it can prove essential for player characters (PCs) wishing to obtain discounts on their purchases or increase the value of their sales.
The Art of Negotiation
Each time a character wishes to negotiate a price, a Charisma (CHA) test is performed. This test determines whether the PC manages to reduce the price of an item when buying or increase its value when selling.
The Game Master (GM) sets the test difficulty based on several factors, such as the relationship between the character and the merchant, the rarity of the item, and the group's reputation in the region.
This test is unique for each item or service and can only be attempted once per item. The resale price of an item is set at 50% (half) of its value.
Price Reductions and Increases
If the Charisma test is successful, the PC benefits from a price reduction or an increase, depending on whether it is a purchase or a sale.
To simplify the calculation, a 25% reduction (one quarter) of the base price is granted on a successful purchase, and a 25% increase is applied for sales. Results are systematically rounded in the merchant's favor.
In the case of a critical success, the reduction or increase is doubled. Thus, a PC who succeeds on a critical purchase test will see the item's price reduced by half, and on resale, they can obtain up to 100% of its initial purchase value.
Purchase:
Reduced price = Purchase price - (Purchase price x 25%) i.e. Purchase price x 0.75
Critical reduced price = Purchase price ÷ 2
Resale:
Resale price = Purchase price x 50% of its value
Increased price = Resale price + (Resale price x 25%) i.e. Resale price x 1.25
Critical increased price = Purchase price without loss
Consequences of Failure
If the negotiation test fails, no reduction or increase in price can be applied. The character must accept the merchant's standard price, and the transaction will conclude without any further negotiation possible for that item.
Conversely, a critical failure ends not only the current negotiation, but also any future negotiation attempt with that merchant for the rest of the day.
Application Example
Imagine a PC wants to buy a weapon worth 200 NX. The GM sets the Charisma test difficulty at 14, taking into account the group's reputation and the PC's relationship with the merchant.
- Scenario 1: The PC passes the test with a score of 16. They therefore get a 25% discount on the purchase. The weapon's price is thus reduced from 200 NX to 150 NX (rounded in the merchant's favor).
- Scenario 2: The PC rolls a natural 20 on the test. They succeed with a critical negotiation, and the price is reduced by 50%. The player can therefore buy the weapon for 100 NX.
- Scenario 3: The PC fails the test with a score of 11, below the difficulty set by the GM. The negotiation fails, and the weapon must be purchased at 200 NX without any discount.
- Scenario 4: The PC rolls a natural 1, which constitutes a critical failure. Not only does the price stay at 200 NX, but the merchant refuses any further negotiation attempt for the day.