Re: GURPS Dungeon Fantasy 8: Treasure Tables
It's a finite number of treasures with conceivably infinite variation in a few of the types. You just have to do what particle physicists do and renormalize. In this case, counting each gem as "1" instead of as "an infinite spectrum of gem values" works just peachy. Events where you get very high values are highly suppressed anyway, just like the obscure physical phenomena that physicists tend to write off; if you only have a 1/11019960576 chance of getting 17 times the value, you can pretty much call that "0" in safety.
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It is assumed that the GM, confronted with a long string of "bigger" results, will exercise judgment and either examine the dice for tampering and say "screw this, it's worth a lot, let's move on." |
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Sorry, I had to say it ;) |
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"Hey PCs! Yoo hoo! See this treasure? Isn't it shiny? I double dog dare you to get a reasonable deal on it. Anyone capable of paying even 1% of it's value could squash you like a bug and take it. After you've sold it, the buyer won't want it known they've bought it (for their own security), so there will almost certainly be doubt about the truth of the sale. Certain other folks who might want it will check if you have it 'just to be sure.' Some of them will check in unpleasant ways. Go on. Find a buyer. I'll be waiting behind my screen, smirking evilly." |
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OK, I was really just showing that a simple mathematical argument, without sufficently well defined criteria can be used to prove whatever you really want.
Media statistics are my favourite abuses! |
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There is no mystery here, even though it's easy to get things wrong. With a d2 instead of a d6 in "my" game the values increase too fast, so the mean value goes to infinity. (Then you get the "St. Petersburg paradox".) |
Re: GURPS Dungeon Fantasy 8: Treasure Tables
The minimum possible value of a log-normal distribution is 1/infinity higher than zero.
The maximum value is infinity. And yet, it's quite possible to get the mode, mean, and median of this distribution, and those values are finite. In a statistics program called Minitab, I just generated a normal distribution centered around 4 with a sigma of 1. Taking 10^[That number] gives a log normal distribution with an expected median of 10,000. In this case, the minimum was listed as "0," which is really "so small that the computer rounds it to zero," while the maximum is over 210 million. Hrm. I suppose this means that a truly infinite population for this disty would have a median (10,000) but no average, since in theory you can generate an infinite upper bound, but a finite lower bound. Hrm. |
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This can work just fine in any game, especially DF. Just decide what the best merchant has in his wallet, and it doesn't matter if the PCs find a $16,000 gemstone. Well, not unless one of them decided to buy Jeweler-25 so he can break it down into smaller ones without ruining anything. :) |
Re: GURPS Dungeon Fantasy 8: Treasure Tables
The expected value of a single treasure is huge, I'll tell you that. For the reason, see the Dimensional Refuge, Arena on page 38. Worth 200 million, 1/72 chance of getting it if you roll an unusual item, and 1/27 chance of rolling an unusual item. So that alone pegs the expected value above $100,000.
Of course, if you actually get that jackpot, I don't know what you'd do with it. Nobody can afford to buy it, and what do adventurers need 20,000 square yards of pocket dimension for? |
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Or was it a normal bar that gained dimensions after a night of drinking gallons of BBC (Bluegrass Brewing Company) beer... The world may never know... |
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:> |
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I made up simple a spreadsheet to make it easier to add things up.
http://members.shaw.ca/hai-etlik/tmp...Calculator.ods |
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Well, I can accept some sillyness and cheesiness as GURPS rarely makes anything serious. But I feel that this product seems to have some care that other DF products lack. I think that if all of the items were silly and corny I would not have liked it. But there was enough cool things to offset the few silly parts. Anyway, I love pseudohistorical stuff because it creates an atmosphere that I like. So for what it is worth, I enjoyed this book a lot. Also, I do love the idea of horror but it isn't always necessary if the game is kept somewhat serious. |
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On Topic (at least sort of): All this talk of presents, any thoughts on how one might give Treasure Tables away as Christmas gift, without completely ruining the surprise or just giving money? |
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Hadn't really noticed that in anything else except DF and Action, which obviously don't take themselves very seriously. |
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Anyone of you remembers the title of the thread in which it was posted? |
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I would like to see -even in a photo- how a GURPS PDF is displayed in a iPhone or iTouch screen. [/derailing] |
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Both lines need dragons, for instance, but how is that need to be filled? Having a GURPS Fantasy Dragons and a separate GURPS Dungeon Fantasy Dragons would involve a lot of duplication. |
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I'm saying this even if I personally dislike a label as "hybrid" here. |
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How do I calculate the price of shoes of silence? That is, a pair of shoes with mage-stealth that is always on.
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Thxs for your answers. I'll check The Heavenly Mountain Blade thread. |
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"Hang on, guys, I've got something for this." |
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I can't imagine an adventuring group who WOULDN'T want 20,000 square yards worth of pocket dimension.
What are the stats on that thing, anyway? |
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It's a portable door and frame. It weighs 70 pounds. Inside, there's 20,000 square yards. If the door is destroyed, the space is cut off.
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I'm not clear on how to price a pair of shoes that automatically inflict Mage-Stealth on the user when worn. |
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Here's what I'm finding on page 30 of DF 1
"Costs assume that enchanted items up to 100 energy points are Quick and Dirty ($1/point), that more powerful artifacts are second-hand Slow and Sure items ($20/point), and that alchemical amulets are rare ($66/day, plus ingredients)." |
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(There's something called a Que, that'll come out next year, and the specs will be published January 7th, so I'm sitting here with fingers crossed, hoping it'll be able to do what is needed.) |
Re: GURPS Dungeon Fantasy 8: Treasure Tables
Okay, so you guys (several of you) have proven that "Bane"-type weapons can be generated with the random system, and that there are rules to derive the monetary cost of "Bane"-type Enchantments on weapons (they are 1/4 the cost of a regular "vs All"-type Enchantment).
It still isn't clear to me that "Bane"-type weapons will emerge from the random system with any noticable frequency. My impression is that they roll up only extremely rarely, relative to Enchanted weapons with Bane-type restrictions. Is my impression wrong? |
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