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General Tabletop Discussion
*Pathfinder & Starfinder
A Hope: Return Variability/Randomness
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<blockquote data-quote="Stormonu" data-source="post: 5903476" data-attributes="member: 52734"><p>Something like that, though your math for the silver sword is off (it'd be 30-180 gp, average 95 gp). The actual price range would be something I expect the designers would have to mull over, and you'd probably want to keep it in some % range of the average value, say no more than 50% in either direction. That might make a Longsword be worth 2d3 gp (4 gp) instead of 1d8.</p><p></p><p>While the easy thing would be to put an opening paragraph stating something like "prices may vary by up to 50%", building it into the actual price lists keeps it from being overlooked (which is pretty much whats occured over the many editions of D&D).</p><p></p><p>As for the 4E treasure parcels, if I remember right, while there were 10 parcels</p><p> per level, you were expected to give out one of each of the 10; You weren't, for example, supposed to give parcel #2 twice - though you could give them in any order. Thats a little different than what I'm proposing. In the parcel method you'd eventually get all 10 parcels. With pure variance, you might end higher, lower or right on the average.</p><p></p><p>I'm not advocating pure randomness, what I'm trying to put forth is a tool for DM to have built-in manuevering room to tweak numbers high or low, and have the support of the designers saying "if you stay within these bounds, it should work."</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5903476, member: 52734"] Something like that, though your math for the silver sword is off (it'd be 30-180 gp, average 95 gp). The actual price range would be something I expect the designers would have to mull over, and you'd probably want to keep it in some % range of the average value, say no more than 50% in either direction. That might make a Longsword be worth 2d3 gp (4 gp) instead of 1d8. While the easy thing would be to put an opening paragraph stating something like "prices may vary by up to 50%", building it into the actual price lists keeps it from being overlooked (which is pretty much whats occured over the many editions of D&D). As for the 4E treasure parcels, if I remember right, while there were 10 parcels per level, you were expected to give out one of each of the 10; You weren't, for example, supposed to give parcel #2 twice - though you could give them in any order. Thats a little different than what I'm proposing. In the parcel method you'd eventually get all 10 parcels. With pure variance, you might end higher, lower or right on the average. I'm not advocating pure randomness, what I'm trying to put forth is a tool for DM to have built-in manuevering room to tweak numbers high or low, and have the support of the designers saying "if you stay within these bounds, it should work." [/QUOTE]
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