11-03-2011, 07:44 PM | #41 | ||
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Armor, slightly used
Quote:
Seriously, why? And how is "non-noteworthy" defined? I should put cheap junk on weaker opponents because the PCs are really tough (250 points) and the enemies are normal quality foes? These foes are the same you'd find in a 150 point game as "worthy" but against 250 point guys they are "fodder." Plus automatically sticking cheap armor and cheap weapons on "fodder" means to avoid needing to account for wear and tear doesn't do anything except push off the question of a rule for wear and tear for later. Plus cheap junk becomes a "tell" for "these guys were time-wasters because I gave you so many points." Why is that better than a simple die roll that allows for wear-and-tear on armor and, which combined with existing DF rules for selling gear, means that cashing in empties is profitable but not as profitable as finding more and better loot? The OP said: Quote:
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11-03-2011, 07:54 PM | #42 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Armor, slightly used
Because there's a pretty good correlation between 'noteworthy' and 'successful', and between 'successful' and 'wealthy'.
They should have poor equipment relative to the PCs. The PCs in a 250 point game should probably not have average equipment, however. |
11-03-2011, 08:02 PM | #43 |
Join Date: May 2008
Location: CA
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Re: Armor, slightly used
If it's the start of a DF campaign, I'd expect them to have average equipment for the most part; TL3 starting wealth is incredibly low, and DF templates don't have much room for gaining $$$.
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11-03-2011, 08:06 PM | #44 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Armor, slightly used
Quote:
Another way of looking at this: PCs should not expect to be able to gain a level of wealth in less than 5-10 sessions. Thus, average wealth PCs shouldn't expect to be able to get more than $200 from a single session 'fight of the week'. Last edited by Anthony; 11-03-2011 at 08:10 PM. |
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11-03-2011, 08:33 PM | #45 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Armor, slightly used
It has been my experience in DF that you can generally avoid this problem by having time-sensitive issues that will come to fruition before the PCs can make multiple trips back to town to sell all the junk.
Also, by rewarding them for passing up looting the hell out of every location they visit by rewarding them relatively richly when they DO prevent certain time-sensitive issues from occurring. |
11-03-2011, 08:39 PM | #46 | |
Join Date: May 2008
Location: CA
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Re: Armor, slightly used
Quote:
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11-03-2011, 09:17 PM | #47 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Armor, slightly used
That's a flaw with DF. If you're doing GURPS D&D, sure, people start with average wealth, but they also start at 100 points and gain 10 xp/session.
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11-03-2011, 09:31 PM | #48 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Armor, slightly used
Whoa, where on earth did you read 10 XP per session? That seems far too high for anything other than once a month gaming.
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11-03-2011, 09:32 PM | #49 |
Join Date: Nov 2008
Location: Florida
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Re: Armor, slightly used
My solution for DF games is to give the PCs access to some slightly untrustworthy NPCs that do the "clean-up"; collection, transport & selling. Often these are some goblins or the like that had their lives spared. The NPCs take their cut, and as long as the PCs make some $$ and don't have to do all the grunt work, they're quite happy.
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11-03-2011, 10:29 PM | #50 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Armor, slightly used
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Tags |
armor, treasures |
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