During our changes vote for Felltower, I proposed this rather big change:
Are you in favor of the changes to the monetary system (magic 10x more expensive, loot 10x more)?
Details here & below:
10x Loot in Felltower
Effects on Play & Rules
- Starting Wealth and Trading Points for Money are unchanged.
- Findable loot will be approximately 10x as much as before.
- Jewelry, gem, luxury good, and coin values will not change unless they are permanent or temporary magic items.
- Permanent and temporary magic items, items that convey spells (scrolls), spellstones, potions, etc. cost, and are worth, 10x listed or $200/point of energy.
- Potions sold in town are sold at $1,000 per as their base value (subject to Wealth sale percentages) regardless of the potion.
- Power Item recharging is $50/point.
- Spells cast by NPCs cost $200 per point, or 10x list cost (so $150,000 for Resurrection, or $10,000 for Remove Curse, $1,600 for Analyze Magic).
- Loot Thresholds for XP are 10x higher.
- Upkeep costs are unchanged.
Notes:
This should make magic items more scarce, since comparable (or nearly so) mundane items are cheaper.
Orichalcum is still restricted for purchase. You can't just order any. That's a Felltower feature.
Because it's mid-game and would require a big change, I wasn't going to implement it without a unanimous vote in favor.
It fell one vote short. It's too bad. I think it would make for a good switch for a future campaign, but without full support of the current players it wasn't going to implement well here.
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