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Tuesday, February 28, 2023

DF Felltower: No Treasure Changes

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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