DF: Treasures we want to see
Following the success of Power-Ups we want to see, this is the thread to discuss further development in the field of treasures for the DF series.
I would pay good money for an edition with consumables - spices, herbs, incense, wine, and stuff like that. Make a good change from the usual glittering stuff. Expanding on what's in Treasures. |
Re: DF: Treasures we want to see
A CF for a cinematic, but non-magical, boomerang effect on thrown weapons. Possibly something low like +4 on sticks (or even just on boomerangs) and something higher like +9 on other throwing weapons.
Prices and weights for full sets of armor that give equal DR to all hit locations, historicity be darned since this is DF. Tail armor for lizardmen and catmen. Exceptions to the "wings cannot be armored and still be used to fly" rule on pixies and dragonmen. Tiny Tools and armor for small characters charts extended to SM-3, SM-5, and SMs below -6. Scaling equipment on characters SM+2 and larger (loot the corpses of armored siege beasts and Jotnar!). |
Re: DF: Treasures we want to see
Quote:
My world has a semi-tropical tree bark spice in the same vein as cinnamon that my giant-ish species love more than 20 year old white women (and I) love pumpkin spice. Humans find it horribly bitter but sometimes an acquired taste. |
Re: DF: Treasures we want to see
Quote:
|
Re: DF: Treasures we want to see
Quote:
But enchanted spice racks sound too cool to ignore. Great for the alchemist as well as the cook. Don't eat that! That's not black pepper! That's black powder! |
Re: DF: Treasures we want to see
Quote:
Thief: "Don't forget the kitchen! Spices have a great weight-to-cost ratio." Wizard: "Careful, guys, the spice rack is definitely enchanted and if we damage it while prying it off the wall the enchantment will break and the spices might go bad before we get back to Town." |
Re: DF: Treasures we want to see
Quote:
You might be able to press it into service as an improvised meat preservative in the field if you only have the final product, not the raw niter. Everything WILL taste like soot and farts, which while better than starving, is not very nice. |
Re: DF: Treasures we want to see
Quote:
|
Re: DF: Treasures we want to see
Quote:
Quote:
Quote:
Quote:
Quote:
And, of course, let's not forget that this is DF, where a 1,000 year old bottle of wine is exceptionally well-aged, rather than a bottle of vinegar. |
Re: DF: Treasures we want to see
I'd kinda like something on the order of CER for treasure to gauge how much money or how valuable a treasure is for an encounter/dungeon/adventure of a given difficulty... Could probably make it up myself though. Kinda getting a feeling for anything 30 CERish should be about $500-ish, and then another $100 for each additional 5-ish CER... or simplify it to $20 per point of CER.
I'd like some gamey mechanics for generating weapons or armor without respect to realism with particular metrics. I mean, in the meanwhile, I can kinda play with the concept of costing out an advantage using metatronic generators or sorcery enchantment, and say "Well, 1d C,1 range cut innate attack cost $x, so a falchion with an extra 1d cutting damage costs the original falchion price + $x; the fact that it is literally added to damage instead of occurring as a follow-up is a zero point feature" But I'm wary of costing problems; the Cost Factor for a fine or very fine promotion seem to suggest 1d extra damage should be pretty costly... but then again, Fine and Very Fine have other advantages... I dunno if treasure tables is the right place for it, but low-tech gadgeteering crafting systems, and some guidelines for what someone might achieve with a scrounge and in how much time; It seems like, for example, a Quick Gadgeteer Artificer can pretty easily scrounge up a thousand dollars worth of stuff in short order for a very modest skill penalty. And this is the kind of hemming and hawwing I have. |
Re: DF: Treasures we want to see
Quote:
|
Re: DF: Treasures we want to see
Quote:
Making a boomerang work the way it does in my favorite videogames would require enchantments and/or Imbuements; Loyal Weapon and Dancing Weapon as well as something to enable Pickpocket/Filch/Disarm attempts to be made on a successful hit (or in place of attacking, possibly). Totally in-genre for DF, but not as baseline the $20 throwing baton behavior. |
| All times are GMT -6. The time now is 03:55 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.