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[RPG] Customisation

A squared progression sounds good. Healing, though, should go somewhat down instead, since it can't be used in battle.
 

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Crothian said:
Merric, that seems good...but for healing it should be cheaper as it goes up, don't know if you've donme anything looking at those prices.

Not yet - I'll get around to it. :)

MAGICAL ARMOUR
For this, the cost calculation changes.

+1 Leather; +120 DEF; 2040 gp. Level Req 2.
+1 Chainmail; +150 DEF; 2250 gp. Level Req 5.
+1 Full Plate; +180 DEF; 2640 gp. Level Req 8.
+1 Dwarf Plate; +200 DEF; 3000 gp. Level Req 10.

+2 Leather; +220 DEF; 8040 gp. Level Req 2.
+2 Chainmail; +250 DEF; 8250 gp. Level Req 5.
+2 Full Plate; +280 DEF; 8640 gp. Level Req 8.
+2 Dwarf Plate; +300 DEF; 9000 gp. Level Req 10.

+3 Leather; +320 DEF; 18040 gp. Level Req 2.
+3 Chainmail; +350 DEF; 18250 gp. Level Req 5.
+3 Full Plate; +380 DEF; 18640 gp. Level Req 8.
+3 Dwarf Plate: +400 DEF; 19000 gp. Level Req 10.

Expensive? Yes. :)

Cheers!
 

Zappo said:
A squared progression sounds good. Healing, though, should go somewhat down instead, since it can't be used in battle.

Wrong - it can be!
(In battle, you have little potion icons under your character if you've bought any healing potions - click one to heal yourself!)

Cheers!
 


The costs of the healing items currently decrease in cost as they get more powerful - healing 100 hp costs only 200 gp. I'd decrease the costs of healing by half.

Also, the money from jobs... this is tricky. :)

JOBS

Man At Arms; Level 0; 50 gp/24 hrs.
Acolyte: Level 0; 125 gp/48 hrs.
Apprentice: Level 0; 500 gp/week.

Hero; Level 4; 200 gp/24 hrs.
Curate; Level 4; 500 gp/48 hrs.
Sorcerer; Level 4; 2000 gp/week

Super Hero; Level 8; 500 gp/24 hrs
Priest; Level 8; 1250 gp/48 hrs.
Wizard; Level 8; 5000 gp/week

Champion; Level 14; 1000 gp/24 hrs
Archpriest; Level 14; 2500 gp/48 hrs.
Court Wizard; Level 14; 10000 gp/week

Thoughts on that?

Cheers!
 

The next part of the redesign:

Healing Potions

Potion of Cure Light Wounds - heal 25 hp - cost 20 gp.
Potion of Cure Moderate Wounds - heal 50 hp - cost 40 gp.
Potion of Cure Serious Wounds - heal 100 hp - cost 75 gp
Potion of Cure Critical Wounds - heal 200 hp - cost 140 gp.

Other curative potions to stay as they are for the time being.

Cheers!
 



Crothian said:
wow that will be a big reduction in price!! Sure that's not too cheap??

No, I'm not. :)

I am totally uncertain as to how combat, XP and the rate of level gain works in this game. Knowing that is extremely important for getting the costs right.

So, just take all of what I've done so far as mere suggestions as to what we could do. ;)

Here's a question: How long do you want to continue playing this game?

If we can structure it so that you reach the ultimate goal after three years of daily play, is that a good idea? (For that, I'd make some of the equipment a lot more expensive).

I'm doing a lot of this on the fly; I'll sit down soon enough and do a proper redesign. This all looks okay from the vantage point of 0th level, but I haven't seen what changes once we reach 10th level.

In D&D, linear level gain is a good thing - I don't think so for this game. I'd prefer that each level was progressively more difficult to reach than the last one.

Cheers!
 

I'd propose you break it down like this:

Cure Light Wounds (20 hp) 50 gp (0.400 hp/gp)
Cure Moderate Wounds (50 hp) 100 gp (0.500 hp/gp) Equals Current Best Rate
Cure Serious Wounds (100 hp) 150 gp (0.667 hp/gp)
Cure Critical Wounds (250 hp) 300 gp (0.833 hp/gp)
Elixer of Heal (500 hp) 500 gp (1.000 hp/gp)
 
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