Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Simpler Treasure System with (mostly) Random Loot
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 5002810" data-attributes="member: 12731"><p>Let me start by saying I really agree with your goals! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I really think the presentation would improve by giving <strong>an example</strong> thou'.</p><p></p><p>Especially the "ei" bits come across as heavily theoretical. A picture tells more than a thousand words!</p><p></p><p>---</p><p></p><p>That said, I'm not convinced the 20% sales rate is at fault here. What are you supposed to do with the extra money? </p><p></p><p>You say yourself the extra gold is all but irrelevant when it comes to buying useful stuff. (Even if you got 100% when selling stuff, as per your example).</p><p></p><p>Theoretically, nothing you can buy will compare to the things that "drop". Not as long as you don't change the curve, that is how every five levels also fivefold the price.</p><p></p><p>Sure, in practice, there are quite a few items of your level or lower that are desirable. But they are almost all mistakes, pure and simple. Anytime your epic character picks up a bunch of heroic stuff because it is useful, a mistake has (almost by definition) occurred.</p><p></p><p>So why change the 20% sales percentage? Why not change the exponential price hike? (If your goal is to allow players to use money to custom-buy what they don't get through drops).</p><p></p><p>In fact, why not keep the system as-is and simply <s>fivefold the amount of random loot</s> in the game?</p><p><em>Edit:</em> I meant "why not increase the amount of loot fivefold when you make it random?"</p><p></p><p>Your math should quickly tell you that this will amount to a very small increase in player power, because 1) the junk loot remains worthless and 5xworthless=worthless, 2) there's a limited number of slots anyway, very soon any increase will be incremental at best.</p><p></p><p>And of course 3) by increasing the rate of loot by five, the importance of getting something useful just dropped by 4/5 - essentially you get five tickets to the lottery each level instead of just one*</p><p></p><p>*) one magic item for each PC except one, who gets gold instead. Except in all those groups where gold is always split equally.</p><p></p><p>I guess I'm using your own argument that the system is inherently fail-safe (as long as you keep the x5/5 levels price hike) to argue your math is probably way too involved and detailed than necessary... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 5002810, member: 12731"] Let me start by saying I really agree with your goals! :) I really think the presentation would improve by giving [B]an example[/B] thou'. Especially the "ei" bits come across as heavily theoretical. A picture tells more than a thousand words! --- That said, I'm not convinced the 20% sales rate is at fault here. What are you supposed to do with the extra money? You say yourself the extra gold is all but irrelevant when it comes to buying useful stuff. (Even if you got 100% when selling stuff, as per your example). Theoretically, nothing you can buy will compare to the things that "drop". Not as long as you don't change the curve, that is how every five levels also fivefold the price. Sure, in practice, there are quite a few items of your level or lower that are desirable. But they are almost all mistakes, pure and simple. Anytime your epic character picks up a bunch of heroic stuff because it is useful, a mistake has (almost by definition) occurred. So why change the 20% sales percentage? Why not change the exponential price hike? (If your goal is to allow players to use money to custom-buy what they don't get through drops). In fact, why not keep the system as-is and simply [s]fivefold the amount of random loot[/s] in the game? [I]Edit:[/I] I meant "why not increase the amount of loot fivefold when you make it random?" Your math should quickly tell you that this will amount to a very small increase in player power, because 1) the junk loot remains worthless and 5xworthless=worthless, 2) there's a limited number of slots anyway, very soon any increase will be incremental at best. And of course 3) by increasing the rate of loot by five, the importance of getting something useful just dropped by 4/5 - essentially you get five tickets to the lottery each level instead of just one* *) one magic item for each PC except one, who gets gold instead. Except in all those groups where gold is always split equally. I guess I'm using your own argument that the system is inherently fail-safe (as long as you keep the x5/5 levels price hike) to argue your math is probably way too involved and detailed than necessary... :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Simpler Treasure System with (mostly) Random Loot
Top