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<blockquote data-quote="Saeviomagy" data-source="post: 7713366" data-attributes="member: 5890"><p>Right.. but warhammer quest doesn't have any non-dungeon stats or skills. Everything is a set-up for the boardgame dungeon crawl. Your character literally consists of 8 combat stats and their combat gear.</p><p></p><p>D&D has more than that, <em>and these rules even make use of those extra abilities</em>, but then arbitrarily tell you that you're captured, or have to get drunk to meet new people, or you lose that magic item that you've already successfully rolled for. And, as others have pointed out, the consequences are things that you then have to come OUT of downtime to resolve.</p><p></p><p>If this were 'more tables for warhammer quest', I wouldn't be objecting. But it's not: it's tables for a game that's substantially more complicated and long term.</p><p></p><p>I guess you can help things if you change all the complications that just flat-out make your character do something dumb or against character into "you can gain a bonus if you choose to do the thing". Gambling? Gain a success IF you choose to owe someone a favor. Carousing? Gain a contact IF you do something that gets you banned from a bar/streak naked/do something embarrassing that you won't be able to remember. Robbery? Roll the complications ahead of time for each job level and reduce the DC by some amount. Research? You can gain an extra fact IF you deface this book/decapitate a chicken in the library etc.</p><p></p><p>Just noticed that research takes 100gp per week. That's 10 days of living as an aristocrat, with the best food and wine and servants etc. And that 100gp? Doesn't even assure you get access to a good library.</p><p></p><p>Looked at "selling a magic item". Costs you 100gp over a week (remember - that's 10 days of living finely with servants to handle everything for you!) to find a buyer for an item that <em>might</em> sell for 75gp, and at the same time, it also costs the buyer 100gp to find you. Just as well, I guess, because otherwise you could buy common magic items for 20gp and sell them for a minimum of 25gp. Oddly enough, once you get to rare and powerful stuff, suddenly the best possible price you can sell them for is 75% of the lowest price you can buy them for, but 5-10% is a more typical price to get.</p><p></p><p>So apparently it's really, really hard to get the word out that you have a magic item for sale, or that you want to buy a magic item, and you're always operating through a middle man who's taking a humongous cut. Well, unless you start crafting one, in which case suddenly rumors are rife everywhere and everyone comes directly to you.</p><p></p><p>This stuff requires so much rewriting it's essentially useless.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7713366, member: 5890"] Right.. but warhammer quest doesn't have any non-dungeon stats or skills. Everything is a set-up for the boardgame dungeon crawl. Your character literally consists of 8 combat stats and their combat gear. D&D has more than that, [i]and these rules even make use of those extra abilities[/i], but then arbitrarily tell you that you're captured, or have to get drunk to meet new people, or you lose that magic item that you've already successfully rolled for. And, as others have pointed out, the consequences are things that you then have to come OUT of downtime to resolve. If this were 'more tables for warhammer quest', I wouldn't be objecting. But it's not: it's tables for a game that's substantially more complicated and long term. I guess you can help things if you change all the complications that just flat-out make your character do something dumb or against character into "you can gain a bonus if you choose to do the thing". Gambling? Gain a success IF you choose to owe someone a favor. Carousing? Gain a contact IF you do something that gets you banned from a bar/streak naked/do something embarrassing that you won't be able to remember. Robbery? Roll the complications ahead of time for each job level and reduce the DC by some amount. Research? You can gain an extra fact IF you deface this book/decapitate a chicken in the library etc. Just noticed that research takes 100gp per week. That's 10 days of living as an aristocrat, with the best food and wine and servants etc. And that 100gp? Doesn't even assure you get access to a good library. Looked at "selling a magic item". Costs you 100gp over a week (remember - that's 10 days of living finely with servants to handle everything for you!) to find a buyer for an item that [i]might[/i] sell for 75gp, and at the same time, it also costs the buyer 100gp to find you. Just as well, I guess, because otherwise you could buy common magic items for 20gp and sell them for a minimum of 25gp. Oddly enough, once you get to rare and powerful stuff, suddenly the best possible price you can sell them for is 75% of the lowest price you can buy them for, but 5-10% is a more typical price to get. So apparently it's really, really hard to get the word out that you have a magic item for sale, or that you want to buy a magic item, and you're always operating through a middle man who's taking a humongous cut. Well, unless you start crafting one, in which case suddenly rumors are rife everywhere and everyone comes directly to you. This stuff requires so much rewriting it's essentially useless. [/QUOTE]
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