03-13-2018, 10:53 AM | #1 |
Join Date: May 2008
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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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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
03-13-2018, 11:28 AM | #3 |
Join Date: Feb 2009
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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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03-13-2018, 11:40 AM | #4 |
Join Date: Feb 2009
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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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03-13-2018, 12:13 PM | #5 |
Join Date: Aug 2012
Location: Northeast Kansas
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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. |
03-13-2018, 02:45 PM | #6 | |
Join Date: May 2008
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Re: Animal part value
Quote:
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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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
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03-13-2018, 02:46 PM | #7 |
Join Date: May 2008
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Re: Animal part value
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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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
03-13-2018, 03:00 PM | #8 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Animal part value
Quote:
"Yes, I know they're weak to fire, but that would ruin the hide!"
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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03-13-2018, 03:03 PM | #9 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Animal part value
Quote:
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). Last edited by Anthony; 03-13-2018 at 03:07 PM. |
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03-13-2018, 08:34 PM | #10 |
Join Date: Sep 2004
Location: Montréal, Québec
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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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