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magicalmagicman
2016-05-16, 01:17 AM
Assuming the NPC is in it for the money and not for something else, like their reputation, or to accomplish some evil goal or whatnot, how would one set cost for bribes?

Bounty hunters are easy, you just match the bounty on your head, because the bounty hunter most likely wouldn't want to risk their necks for a chance of higher payment (your loot), unless of course, they are significantly stronger than you.

How about bandits though?

How about town guards?

I was thinking maybe about using the hireling costs as a base somehow. Creating permanent magic items cost 100 charges worth, so maybe... the cost would be equal to paying for 100days of service? So like a 10hd bandit would leave you alone for (2sp * 10(hd) * 100) = 200gp? And a higher level adventurer bandit (10hd fighter) would be (10^2 * 10 * 100) = 100,000gp? Yikes! The formula fails for the 2nd case...

Anyways, what would you guys suggest?

Telonius
2016-05-16, 08:30 AM
I'd say that - however you arrive at the final number - the cap ought to be 25,000gp (cost of True Res) plus the cost of replacing all your gear. Nobody would pay more than that, unless there were a very particular reason to do so.

Deadline
2016-05-16, 10:09 AM
Assuming the NPC is in it for the money and not for something else, like their reputation, or to accomplish some evil goal or whatnot, how would one set cost for bribes?

Bounty hunters are easy, you just match the bounty on your head, because the bounty hunter most likely wouldn't want to risk their necks for a chance of higher payment (your loot), unless of course, they are significantly stronger than you.

That ... isn't how "professionals" work. You wouldn't just have to pay them the bounty, because unless they're stupid, they're going to realize that there is such a thing as a reputation. Bounty hunters (at least good ones) are likely to command a portion of their pay up front, because they are known to get results. No one is going to hire a bounty hunter known for letting the target pay their way out. So you'd have to offer any bounty hunter worth their salt "enough to retire on" to make it worth their time to betray their employer. That, or figure out how to sweeten the deal by ensuring word doesn't get out (likely easier to just pay them the extra, what with Divination magic being a thing).

I don't really think you can come up with a system for this, as it's highly RP dependent based on the situation. It's also highly likely to be more costly than it's worth to the target if the target is routinely hunted for bounty.

Red Fel
2016-05-16, 10:19 AM
Assuming the NPC is in it for the money and not for something else, like their reputation, or to accomplish some evil goal or whatnot, how would one set cost for bribes?

First, even assuming someone is in it for the money, that doesn't mean they want money from the PCs. Second, I question whether you really want hard-and-fast rules for such a thing; this is what Diplomacy checks are for.


Bounty hunters are easy, you just match the bounty on your head, because the bounty hunter most likely wouldn't want to risk their necks for a chance of higher payment (your loot), unless of course, they are significantly stronger than you.


That ... isn't how "professionals" work. You wouldn't just have to pay them the bounty, because unless they're stupid, they're going to realize that there is such a thing as a reputation.

This. A bounty hunter who takes money from his targets is a bounty hunter who's soon out of a job. Even if the target offers double or triple the proposed fee, it's not worth it unless it's enough to retire on - once you've passed on a target, potential clients will know you can't be trusted to do what you're paid to do.


How about bandits though?

I don't see them as being in it for the money - I see them as being opportunistic. If you look stronger than they are, they're fools if they attack you in the first place; at the first sign of trouble, they'd be smart to run. Don't say to a bandit, "If you leave us, we'll give you some money," because you're broadcasting that you have money to take. You don't deter the shark by adding blood to the water.


How about town guards?

If they're not crooked, no amount of money. If they are crooked, it varies based on context. For a loitering violation, a piece or two of silver should cause them to turn the other way; for something more substantial, they'll probably just blackmail you if given half the chance.


I was thinking maybe about using the hireling costs as a base somehow. Creating permanent magic items cost 100 charges worth, so maybe... the cost would be equal to paying for 100days of service? So like a 10hd bandit would leave you alone for (2sp * 10(hd) * 100) = 200gp? And a higher level adventurer bandit (10hd fighter) would be (10^2 * 10 * 100) = 100,000gp? Yikes! The formula fails for the 2nd case...

Anyways, what would you guys suggest?

Not using fixed costs.

Using bribes to get around encounters (1) should be uncommon, and (2) should be situational. Most baddies, once they realize the tree has fruit, won't settle for just one bite; they'll want a whole feast. It should vary based on how important it is to them to do what they came to do (compare the reputation-savvy bounty hunter with the opportunistic bandit), how desperately in need they are (compare the itinerant bandit with the salaried guardsman), and how clever the PCs are with their words and skill checks.

For example, if bandits approach a bunch of PCs, with the latter wearing ratty robes, and one PC reaches into his pouch and says, "Here, we don't want any trouble. Have five silver, it's all we have." The bandits might take the bribe, simply because it doesn't look like they're getting much else out of these itinerant murderhobos. Contrast that with the PC decked in golden armor, approached by a bounty hunter with a contract for his head, who says, "Tell me, how much money would you need to retire? Ten thousand gold? Twenty? Tell you what. Let's say you found this bag here," PC drops bag, "of thirty-thousand gold pieces, realized that your inspiration in life was to be a beachcomber, bought yourself a private island and retired there. Let's just say that's what happened, hmm?"

Context, not mechanics, should win out here.

Jay R
2016-05-16, 10:27 AM
Role play it, knowing the goals and aspirations of the NPCs.

For one bandit chief, you just need to offer help rescuing his daughter. For another, you need to pay the amount he still owes Jabba. Some will haggle until the PCs offer at least twice their first offer. Still another might be cheaply bought off, simply because there are two other bounties out right now, and a quick profit on the PCs lets him go off after a different one faster.

And of course, the bandit chief Luigi might be easily bribed because he knows his brother Mario is also looking for you, and is just a street or two away.

The DM should know who the NPC is, and play that role.

Gildedragon
2016-05-16, 11:34 AM
Assuming the NPC is in it for the money and not for something else, like their reputation, or to accomplish some evil goal or whatnot, how would one set The cost for bribes.

A couple ways, but first and before all: Diplomacy, Bluff and Intimidate cam be used to lower the cost, significatively (up to eliminating it totally). I would recommend using a more robust social system than the one in the books.


Bounty hunters are easy, you just match the bounty on your head not just match: +50-100% extra on your bounty. all things being equal, fighting you is preferred (fleeing, even with cash, might hurt their reputation) after all you're the one trying to avoid the fight, you must be the one at disadvantage.
A mix of Bluff and Intimidate can lower the payoff significatively



How about bandits though?
Bandits, being bandits and not hitmen, probably want payment and not a fight. They will generally pick only challenges with a CR lower than theirs. How much lower:
Take into account two things: how Lawful the region is (strong Lawful leader, has a force to be reckoned with, will pursue the bandits if word gets out); and how desperate they are (how many resources they got left). If the region is very lawful they will either stick to low-social-rank and/or will fight to kill (leave no witnesses). Diplomacy/bribe to avoid fight might not be an option.
In less lawful areas: 1/5 of obvious wbl, can use a bluff check to appear lower level.
Either way they won't really attack if it looks like the party can take them on.
Bandits might instead act as toll-collectors, running a protection racket: 10gp a head would be enough.


How about town guards? depends on how lawful the settlement is. Assuming they can be bribed (are not L themselves) and the offense is minor (what counts as minor depends on the settlement; in a town in the abyss murder is minor) but not so minor it is straight up ignored*: 1/5 to 1/10 what the fine for the infraction would be (depending on the strength of the law, the higher the law rating the higher the bribe), half that with a successful diplomacy or bluff (that you're going to the authorities). Offering a bribe ought be a use of Bluff to send a hidden message. If the bribe offer is too low, a diplomacy roll to prevent the guard from being hostile/offended charging the PCs with attempted bribery. If the officer is L then any bribe attempt fails, though they might play along.
A C officer might ask for a bribe (using bluff)
*if the offense is really minor (jaywalking, stepping on the grass) and the local alignment tends to G, a diplomacy/bluff checkbluff being let off with a warning should suffice