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Simpler Treasure System with (mostly) Random Loot
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<blockquote data-quote="eamon" data-source="post: 5001791" data-attributes="member: 51942"><p><strong>Tweaking the Selling Price</strong></p><p></p><p><span style="font-size: 12px"><em>Effective Worth of Random Loot</em></span></p><p>I'm picking a selling price of 50% of the original instead of the RAW 20%. There's no particular reason to pick 50%; but it's easy to calculate, and it happens to be the sell vs. buy ration for scrolls, which nicely fits in, thus. With this new selling price, I'll guess that:</p><p></p><ul> <li data-xf-list-type="ul">10% of all found items are still tailored to the PC (perhaps by shear luck, or because of story-related awards)</li> <li data-xf-list-type="ul">15% are mostly useful, though not fully worth their cost; let's say they retain 75% of their net worth</li> <li data-xf-list-type="ul">25% are dubious. These retain 50% of their value, and might be sold, but might not be - it's also just easier to keep stuff and not hunt for a shop.</li> <li data-xf-list-type="ul">50% are junk and will be sold at 50% of their cost.</li> </ul><p>Under this (hopefully reasonable) model, the average item will be worth 58.75% of its list price; <strong>to get the same net worth as under the DMG guidelines, you'd need to find 70% more items than previously</strong>.</p><p></p><p><span style="font-size: 12px"><em>Better Selling Price means Less Loss</em></span></p><p>On the other hand, the old system presumes that you lose up to 0.85ei per level. Let's say that that loss is due to some base costs (rituals, story-related, items becoming less useful as levels rise by competition of slots, consumables) but also due to selling items inefficiently, however. <strong>Under the new system, transaction losses will be lower, so PC's should earn slightly less to compensate.</strong></p><p></p><p>I think a high estimate for transaction loss is 0.8ei, equivalent to selling an item of your level each level. Under that pessimistic assumption, the new system would have only 0.5ei loss, so we can assume 0.55ei total loss. Assuming this (low estimate for) the loss, PC's should earn 1.45ei+0.55ei = 2ei each level. 0.4ei hereof is still in terms of raw gold, so that leaves 1.6ei worth(!) in magic items - still to be compensated by the fact that items you find are no longer tailored. </p><p></p><p><span style="font-size: 12px"><em>Recap</em></span></p><p>At 50% sale price, we need to find 70% more items to compensate for no longer tailoring items. However, loss will be lower, so we no longer need to find 1.9ei but only 1.6ei of items (per level). Since 1.6ei * 1.7 = 2.72ei, per PC, under the new system, you should distribute 2.72ei in items, which is (unsurprisingly) somewhat more than under a non-random system. The amount of gold you distribute remains unchanged at 0.4ei per PC per level.</p></blockquote><p></p>
[QUOTE="eamon, post: 5001791, member: 51942"] [b]Tweaking the Selling Price[/b] [SIZE=3][I]Effective Worth of Random Loot[/I][/SIZE] I'm picking a selling price of 50% of the original instead of the RAW 20%. There's no particular reason to pick 50%; but it's easy to calculate, and it happens to be the sell vs. buy ration for scrolls, which nicely fits in, thus. With this new selling price, I'll guess that: [LIST] [*]10% of all found items are still tailored to the PC (perhaps by shear luck, or because of story-related awards) [*]15% are mostly useful, though not fully worth their cost; let's say they retain 75% of their net worth [*]25% are dubious. These retain 50% of their value, and might be sold, but might not be - it's also just easier to keep stuff and not hunt for a shop. [*]50% are junk and will be sold at 50% of their cost. [/LIST] Under this (hopefully reasonable) model, the average item will be worth 58.75% of its list price; [B]to get the same net worth as under the DMG guidelines, you'd need to find 70% more items than previously[/B]. [SIZE=3][I]Better Selling Price means Less Loss[/I][/SIZE] On the other hand, the old system presumes that you lose up to 0.85ei per level. Let's say that that loss is due to some base costs (rituals, story-related, items becoming less useful as levels rise by competition of slots, consumables) but also due to selling items inefficiently, however. [B]Under the new system, transaction losses will be lower, so PC's should earn slightly less to compensate.[/B] I think a high estimate for transaction loss is 0.8ei, equivalent to selling an item of your level each level. Under that pessimistic assumption, the new system would have only 0.5ei loss, so we can assume 0.55ei total loss. Assuming this (low estimate for) the loss, PC's should earn 1.45ei+0.55ei = 2ei each level. 0.4ei hereof is still in terms of raw gold, so that leaves 1.6ei worth(!) in magic items - still to be compensated by the fact that items you find are no longer tailored. [SIZE=3][I]Recap[/I][/SIZE] At 50% sale price, we need to find 70% more items to compensate for no longer tailoring items. However, loss will be lower, so we no longer need to find 1.9ei but only 1.6ei of items (per level). Since 1.6ei * 1.7 = 2.72ei, per PC, under the new system, you should distribute 2.72ei in items, which is (unsurprisingly) somewhat more than under a non-random system. The amount of gold you distribute remains unchanged at 0.4ei per PC per level. [/QUOTE]
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