The Set Up



Bargaining

After given a price in most markets or stores (restaurants or inns, less so) you may choose to bargain.  


Decide on CHA or STR: Intimidation, CHA: Performance - and the 


NPC’s roll  INT

PC announces their roll, NPC (DM) does not.


If NPC wins,  you will be unable to bargain successfully.


If PC wins, DM will subtract NPC's INT or roll (whichever's higher) from PC's roll, and multiply the difference x 5%.  This is the total amount the NPC is willing to take off the price.  It is still up to the player to bargain down to this price.  



Magic Items


Magic items are few and far between.  If you find one (or think you found one) there will be few or no hints to let you know whether an item is magic or not. Detect Magic and Identify are available as paid services in certain locations, you 


Detect Magic: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its School of Magic, if any. 


Identify: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. 


Short Rest: Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does. The amount of information character's receive in this manner is up to DM's discretion, although will almost always be complete if the item is "uncommon" or "rare".