| Peter Knutsen |
12-18-2009 01:16 PM |
Re: GURPS Dungeon Fantasy 8: Treasure Tables
Quote:
Originally Posted by Turhan's Bey Company
(Post 900843)
Indeed, it can do these things. What it lacks is a mechanism for randomly creating a treasure or a hoard with a given value. For example, the GM wants to come up with, say, a bunch of items worth no more than $200 each to represent the belongings of a band of orcs or wants a mid-value magic sword worth between $5,000 and $10,000. That might be solved by a separate list of generated treasures broken down by cost at the very least and perhaps some other categories (say, arms and armor, tools, household goods, other magic items). I've been vaguely toying with the idea of working up a few score items and trying to fob it off on Smarsh as a Pyramid article, though I don't have a good idea yet of how I'd make it work as a focused piece rather than a simple list.
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One thing that would have been nice is a set of tables for low-value, medium-value and high-value loot.
And one thing that puzzles me a lot: Why are semi-precious gemstones and gem-like materials now using the same quadratic price formula as precios stones have always used? I'm talking about things like amber and jet. It used to be, a semi-precious stone twice the carats was worth much less than four times as much, unlike with precious ones.
I'm not saying your previous cost scaling for semi-precious stones was good - I don't know whether it is realistic or not, although it did strike me as borderline pointless - but the new one doesn't ring true with me.
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