Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   Dungeon Fantasy Roleplaying Game (https://forums.sjgames.com/forumdisplay.php?f=95)
-   -   Manipulation of in-town rolls (https://forums.sjgames.com/showthread.php?t=153811)

ArchonShiva 12-15-2017 03:39 PM

Manipulation of in-town rolls
 
Is it the intent of the rules that “in-town” rolls can be affected by:
Luck
Potions
Sustained spells
Complementary rolls
etc.?
Is buying a potion of Charisma to drink for the reaction roll to sell loot acceptable? It seems like a party without a “merchant” would want to do this every time loot value exceeds ~$2,000. (Bringing selling value up from $800 to $1,200 if the reaction roll hits 16+, with the potion costing $280 if anyone has Alchemy.)

As a side question, the Scrounging roll on p.13 doesn’t *use up* Serendipity, it just gets a free bump, correct?

sir_pudding 12-15-2017 04:13 PM

Re: Manipulation of in-town rolls
 
There's no reason why town would have infinite potions of Charisma.

martinl 12-15-2017 04:32 PM

Re: Manipulation of in-town rolls
 
This specifically:
Quote:

Originally Posted by ArchonShiva (Post 2143356)
Is buying a potion of Charisma to drink for the reaction roll to sell loot acceptable?...

...makes an abstracted thing more complicated, so "once"[1]. Part of the abstraction is that for big transactions both parties are leveraging such things.

In general I'd try to avoid making town any more complicated. Focus is not there.

[1] "Once" is my answer to something that looks valid under the rules but would hurt the fun if it was done regularly.

Anthony 12-15-2017 05:22 PM

Re: Manipulation of in-town rolls
 
The most obvious reason not to do that is that potions of Charisma aren't actually in DF (they're in GURPS Magic, but not on the list on Adventurers 116).

zuljita 12-15-2017 05:33 PM

Re: Manipulation of in-town rolls
 
Don't forget Bless!

adm 12-15-2017 07:51 PM

Re: Manipulation of in-town rolls
 
Quote:

Originally Posted by Anthony (Post 2143379)
The most obvious reason not to do that is that potions of Charisma aren't actually in DF (they're in GURPS Magic, but not on the list on Adventurers 116).

They are however, in the Magic Items .pdf p. 20, Companion book p. B-20.

ArchonShiva 12-15-2017 09:29 PM

Re: Manipulation of in-town rolls
 
Yeah, the potions of charisma *are* in DFRPG, just not in Adventurers. And of course town doesn’t have an infinite supply - but it happens to be one of this things adventurers can craft for 80% of the price.

Shooting down individual exploits is rarely a stable solution - it just leads to an arm’s race.

I’m of the mind that all town rolls should only use non-expendable modifiers, so no potions, no complementary skills, no Luck, etc. If you have an Amulet of Wisdom, sure, that counts. But “town” happens outside of anything with duration: you can’t use Luck because each town roll represents hours or days of activity. Also, there are rumours of very bad things happening to people who use magic to get better deals.

My question remains: what is the intent of the rules?

sir_pudding 12-15-2017 09:46 PM

Re: Manipulation of in-town rolls
 
Quote:

Originally Posted by ArchonShiva (Post 2143432)
Yeah, the potions of charisma *are* in DFRPG, just not in Adventurers. And of course town doesn’t have an infinite supply - but it happens to be one of this things adventurers can craft for 80% of the price.

Although there probably isn't an infinite supply of gold leaf, aqua regia, and dyrad tears.
Quote:

Shooting down individual exploits is rarely a stable solution - it just leads to an arm’s race.
Yeah that's why I prefer to have a systemic way to determine what is available in town.


All times are GMT -6. The time now is 11:02 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.