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Old 03-13-2018, 10:53 AM   #1
zuljita
 
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Default Animal part value

Anyone engaged with this to guess the value of things like bear/cave bear, giant snake or other critter parts are worth?
Electric jelly, dragons and even bugbear have valuable parts listed, shall we fill in the gaps?
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Old 03-13-2018, 11:07 AM   #2
Anthony
 
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Default Re: Animal part value

Unless a player decides to give a character Expert: Taxidermy, the expected value of monster parts is negligible, though you can always decide otherwise.
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Old 03-13-2018, 11:28 AM   #3
Kalzazz
 
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Default Re: Animal part value

Survival check, 1d6*Margin of Success*SM+1 (.5 If < 0)*10 moneys, weighs 1 lb per 10 moneys
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Old 03-13-2018, 11:40 AM   #4
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Default Re: Animal part value

As a note, I specifically would prefer a formula that doesn't need weight as an input, so I can avoid pondering how much does a giant constrictor weigh?
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Old 03-13-2018, 12:13 PM   #5
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Default Re: Animal part value

Naturalist or Survival would be the skills needed. The only saleable parts are likely hides on creatures without magic bits. For simplicity I'd run it at v * (sm+1) for creatures sm 0 or greater or / (-SM+1) for smaller critters.

v is a judgement call on value of the hide. Probably between 10 and 100 depending on creature DR and weather resistance.
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Old 03-13-2018, 02:45 PM   #6
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Default Re: Animal part value

Quote:
Originally Posted by Colarmel View Post
Naturalist or Survival would be the skills needed. The only saleable parts are likely hides on creatures without magic bits.
Agreed on both points.
Looks like the list for critters is:
Acid Spiders already have acid listed
Bears (cave and regular), hide is likely to have value
Apes (Giant, Giant Silverback, Flesh eating and gladiator), Not sure if hide has value
Foul bats, unlikely to have any value due to stink
Giant Spiders, unlikely to be valuable except for harvesting venom
Giant Snakes (Viper and constrictor), hide and venom
Frost Snake, hide (organs already listed)
Giant Rat, hide
Gryphon, hide
Ice Weasel, hide
Ice Wyrm, hide (organs already listed)
Karkadann, hide and horns are already listed
Lion, Hide
Slorn, Hide and organs (Eggs are listed)
Tiger, Hide
Triger, Hide is listed
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Old 03-13-2018, 02:46 PM   #7
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Default Re: Animal part value

Quote:
Originally Posted by Anthony View Post
Unless a player decides to give a character Expert: Taxidermy, the expected value of monster parts is negligible
I'd agree with you in some respects, but Hides, furs and skins are often worth removing and hauling to town if you've done the work of killing the beasts.
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Old 03-13-2018, 03:00 PM   #8
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Default Re: Animal part value

Quote:
Originally Posted by Anthony View Post
Unless a player decides to give a character Expert: Taxidermy, the expected value of monster parts is negligible, though you can always decide otherwise.
That is an amazing background for a DF patron. They want to display such rare monsters in a taxidermy menagerie.

"Yes, I know they're weak to fire, but that would ruin the hide!"
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Old 03-13-2018, 03:03 PM   #9
Anthony
 
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Default Re: Animal part value

Quote:
Originally Posted by zuljita View Post
I'd agree with you in some respects, but Hides, furs and skins are often worth removing and hauling to town if you've done the work of killing the beasts.
It really depends on the creature, but broadly speaking we're talking mystery meat and uncured hides. Neither of which are totally valueless, but their value is quite low relative to the effort required to prepare them and cart them back to town.

It's always possible to give specific monsters specific valuable parts -- magical ingredients, decorative furs, whatever -- but it should be done on a case by case basis, rather than trying to come up with a specific rule. Alternately, you can treat this as Scrap (Exploits p16-17).
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Last edited by Anthony; 03-13-2018 at 03:07 PM.
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Old 03-13-2018, 08:34 PM   #10
ArchonShiva
 
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Default Re: Animal part value

I’d probably go with an appropriate skill roll, and give value based on SM+MoS on the speed/range table, modified up or down for the creature’s rarity (say, -4 for common, +0 for uncommon, +4 for rare, +8 for legendary).

Basically, a good roll will get you a valuable part from *this* creature, but doesn’t mean you’ll get as much from the next one, although larger and rarer creatures are generally worth more.

Add number of creatures to the SM roll rather than rolling for each. Failure on the skill roll yields nothing, and damages the creature enough to impose -4 on another try.
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