timmaugh said: Tuo, I think the basic efficiency sought after (at least as I understood it) was managing the keep high/low mechanic over different dice types (for the different rarities) so that the result could simply present a single value (single roll). timmaugh said: OK, here is the metascript mockup. First, install the Metascript Toolbox (if you haven't already). Then create an ability on a character. For my example, the character is named "MuleBoy" and the ability is named "TreasureValue". You can rename those easily enough since they only appear in one place in the command line I'll provide, below. Just update the command line to match whatever names you choose. Make sure that anyone who will need to run this command has controlling rights to the MuleBoy character. In the ability you created, paste this verbiage: Common={\&if globBargain = Favorable}({1d6,1d6}kh1{\&elseif globBargain = Unfavorable}({1d6,1d6}kl1{\&else}(1d6{\&end}+1)*12 Cons.Common={\&if globBargain = Favorable}({1d6,1d6}kh1{\&elseif globBargain = Unfavorable}({1d6,1d6}kl1{\&else}(1d6{\&end}+1)*6 Uncommon={\&if globBargain = Favorable}({1d6,1d6}kh1{\&elseif globBargain = Unfavorable}({1d6,1d6}kl1{\&else}(1d6{\&end}+1)*120 Cons.Uncommon={\&if globBargain = Favorable}({1d6,1d6}kh1{\&elseif globBargain = Unfavorable}({1d6,1d6}kl1{\&else}(1d6{\&end}+1)*60 Rare={\&if globBargain = Favorable}({1d6,1d6}kh1{\&elseif globBargain = Unfavorable}({1d6,1d6}kl1{\&else}(1d6{\&end}+1)*1200 Cons.Rare={\&if globBargain = Favorable}({1d6,1d6}kh1{\&elseif globBargain = Unfavorable}({1d6,1d6}kl1{\&else}(1d6{\&end}+1)*600 VeryRare={\&if globBargain = Favorable}({1d8,1d8}kh1{\&elseif globBargain = Unfavorable}({1d8,1d8}kl1{\&else}(1d8{\&end}+1)*6000 Cons.VeryRare={\&if globBargain = Favorable}({1d8,1d8}kh1{\&elseif globBargain = Unfavorable}({1d8,1d8}kl1{\&else}(1d8{\&end}+1)*3000 Legendary={\&if globBargain = Favorable}({2d6,2d6}kh1{\&elseif globBargain = Unfavorable}({2d6,2d6}kl1{\&else}(2d6{\&end}+1)*30000 Cons.Legendary={\&if globBargain = Favorable}({2d6,2d6}kh1{\&elseif globBargain = Unfavorable}({2d6,2d6}kl1{\&else}(2d6{\&end}+1)*15000 Save that ability (hit the checkmark). The command line you will want to run is: !&{template:default} {{name=Purchase ?{Enter item name}}} {{ Item Cost={\\&r}get.MuleBoy.TreasureValue.?{How common?|Common|Uncommon|Rare|Very Rare,VeryRare|Legendary|Cons. Common,Cons.Common|Cons. Uncommon,Cons.Uncommon|Cons. Rare,Cons.Rare|Cons. Very Rare,Cons.VeryRare|Cons. Legendary,Cons.Legendary}/get{\\&/r}gp}}{&simple}{&global ([globBargain]?{Bargaining result|Favorable|Unfavorable|Neutral}) } That can be entered into chat, assigned to a button, and/or stored in an ability or macro. The command line consolidates the consumability of an item with its rarity (i.e. "Cons. Common" is a category, as is "Common" -- or "non-consumable Common"). Here are some example outputs. First was a "Common Doodad" with favorable bargaining. Then there was the Uncommon Krunk (the best kind of krunk, though it's still just the krunk), with neutral bargaining. Finally, we were unable to look around us to find a way to fashion a rudimentary lathe, so we purchased a Consumable Rare Rudimentary Lathe after unfavorable bargaining. Thank you very much, this is exactly what I needed