Quote:
Originally Posted by maximara
DF also has "A traditionalist GM can require heroes to spend $40+ per point for “guild training” before they can “level up” and gain new abilities." (DF1 pg 4) which has the same problem as the old 1500 gp/level/week D&D did — it will start warping the the local economy causing local inflation increasing the cost in GURPS $.
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That's specifically about
new abilities. Exactly what that means is up to the GM, but I think increasing your Broadsword skill from DX+8 to DX+9 isn't something that calls for paying out for training.
Quote:
Originally Posted by maximara
If you read that "$40+ per point" as "$40+ per total point" (which is how 'traditional' D&D worked) things get ridiculous.
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A ridiculous reading gets you a ridiculous result, shockingly enough.
Quote:
Originally Posted by maximara
Even if you don't do that reading of DF's text if you assume that at one time these were Novice (Competent) [62] then each [250] character has seen $7,520 pass through their fingers.
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I mean, there arguably needs to be
some sort of money sink to explain why Novice Delvers ([62]) and Veteran Delvers ([250]) start with the same amount of gear, despite the latter likely having spent a good deal of time delving ruins for riches.