Guidelines on adjusting prices on items...

Treebore

Mongoose
from tech level to tech level? Looking at various items I see a pattern for a specific item, but not one over all. Plus if there is a suggestion in the rule books, I have missed it.

Anyone come up with house rules for this?
 
Several of the Classic Traveller publications (e.g. Trillion
Credit Squadron) had a table for conversions of Credits
from worlds of different technology levels, giving a Cre-
dit from a low tech world a low value on a high tech pla-
net and a Credit from a high tech world a high value on
a low tech planet. Is that what you are looking for ?
 
That will probably be useful too, but I am looking more for actual price effects due to tech level.

Like what is a tech 15 Energy weapon price versus a Tech 12?
 
High Guard (performance section?) and CSC have some rules that may be applicable.

I don't use book descriptions nor prices - my players get custom lists - and I don't use fixed prices. I factor in supply and demand aspects. I don't run 'trade' games - I run adventures. ;)

Its more work, but has worked really well for me. For what its worth, here are some guidelines I use:

Higher TL goods on lower TL worlds
- non-essential/luxury are more, unless common [Dyson vac; 3D TV vs. standard vac and TV]
- essential (ala breathing masks) may be dirt cheap
- military/para-military items may have an even higher premium
- repair is expensive or unavailable for non-essential/luxury
- greater distance to nearest source increases price

Lower TL on Higher TL worlds
- Generally cheaper, unless an 'antique'
- repair may be costly/unavailable

Law level, government type, local customs and current events may cause prices to vary even more.

I inform my players that, just as in RL, all prices are negotiable (yes - I've even negotiated prices at Walmart, Lowes, etc. as well as for apartments, appliances and parts - and even some online automated systems often have built in 'negotiation' ala Dell). Though, just like in RL, one has to factor in their own time and effort in determining what is worth it to negotiate. (Represented in game by reductions of 1 Cr and the like - and increases if they get silly...)

Of course, attempting to negotiate with a clerk may often be futile. Likewise NPCs that 'dislike' the PCs for any reason (cultural or particular). PCs must have skills or stats that support this - or be really good at roleplay (though advantages are limited). Difficulty DMs are the key to making this work.

I also let the players know they may ask for things that aren't listed - and I make them up (or not) as I see fit.
 
Treebore said:
That will probably be useful too, but I am looking more for actual price effects due to tech level.

Like what is a tech 15 Energy weapon price versus a Tech 12?

Let me second this question, with a twist: how much would a Tech 12 weapon cost, AND weigh AND perform, when produced using Tech 15 materials?
 
I think T20 had some rules for those issues.

You could either make the item smaller or less expensive as TL rose (but not both at the same time).

So, if you have a TL12 item, you could make it smaller at TL13 but at the same price, then at TL14 you could lower the price, but it stays the same size as the TL13 version. At TL15 you could again lower either the price or the size.

HG page 53 has a table for changing tonnage and cost based on higher and lower TL. It also has a list of Upgrades that can be used at higher TLs (which keeps the cost and price the same though).

Those lists could be used for other items than drives and weapons if you like.
 
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