| Thraxus |
I would not mind seeing some revisions or additional takes on masterwork equipment in the final version.
The masterwork tool could be dropped from the list. It is vague and you already have masterwork artisan's tools and masterwork thieves' tools.
Other gear, like the backpack could get a little more information. The write-up below comes from the d20 modern SRD. The equipment bonus could be changed to a circumstance bonus or something similar since 3.5 does not have equipment bonuses.
Backpack
This is a good-sized backpack, made of tough water-resistant material. It has one or two central sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear. A backpack gives a character a +1 equipment bonus to Strength for the purpose of determining carrying capacity.
Gailbraithe
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I would love to see equipment charts that cross indexed price with market size.
A chart that listed three separate prices -- Village, Town, City -- with some goods cheaper in the smaller markets where they are produced (foodstuffs, trade goods) and other goods (crafted items, imports) cheaper in the city, and luxury goods that are only availble in the larger markets (like spyglasses).
ETA: And I really dig the backpack that adds STR.
| Weylin Stormcrowe 798 |
I would not mind seeing the City-Town-Village breakdown of prices. It would add to the feel and not require too much more space.
Regarding the backpack idea, while I like it in concept, I dont think that granting situational ability boosts is a can of worms we need to open when it comes to equipment. It can easily get out of hand.
-Weylin Stormcrowe
| Rhavin |
As much as I would like to see such a cash breakdown by population, it would be fairly complex and to write it n a manner not confusing to new layers would be hard. Remember that such expanded charts would also only serve to boost the pagesize and by extention the price of the final product.
However, I WOULD like to see statistical benefits for "common" items, people don't carry backpacks in real life because "that's just what I do", they do it because it provides weight distribution and advantages when carrying things.
Callous Jack
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However, I WOULD like to see statistical benefits for "common" items, people don't carry backpacks in real life because "that's just what I do", they do it because it provides weight distribution and advantages when carrying things.
I like the concept although one would have to be careful so that one of these statistical benefits wasn't something that could be badly exploited by a combo with some other item or ability.
| Seldriss |
Even if this idea of a Strength bonus is conditional and only related to the backpack, it could be deviated and abused.
The backpack could just reduce the encumbrance of its contents.
On the other hand, one could argue that it could also give a penalty to escapeartist and tumbling.
But, as for many other things, the more realistic you try to be, the more complicated it gets ;)
| KaeYoss |
I would love to see equipment charts that cross indexed price with market size.
A chart that listed three separate prices -- Village, Town, City -- with some goods cheaper in the smaller markets where they are produced (foodstuffs, trade goods) and other goods (crafted items, imports) cheaper in the city, and luxury goods that are only availble in the larger markets (like spyglasses).
I'm against it. It would make things more complicated while still being woefully inaccurate.
Not all foodstuffs are produced on smaller markets, for exmaple. Take fish: In a system such as you suggest, fish would be cheaper in a desert village than in a metropolis that is right on the coast and that developed from a fishing village.
I say keep the single price, but add a simple paragraph that tells you how you might change prices for things depending on availablility (and distance from the site of creation). Basically something like "Prices can vary from 50% to 200%, and even beyond in regions where the wares are available in abundance, or have to be important at high cost.
Gailbraithe
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I say keep the single price, but add a simple paragraph that tells you how you might change prices for things depending on availablility (and distance from the site of creation). Basically something like "Prices can vary from 50% to 200%, and even beyond in regions where the wares are available in abundance, or have to be important at high cost.
I just like the idea of having multiple tables worked out so I can say to my players "Use Table X in this town, Table Y if you make a trip to the city." and not have to, you know, write my own damn table.
It's just a lot easier to say "Use the village chart for equipment, but fish isn't available, because, you know, you're in the middle of a desert." than to write up separate tables. And it's hard enough getting my player's to keep accurate records of their expenditures without asking them to adjust the prices of the goods they are buying. I can barely get them to do basic addition and subtraction, and you want me to ask them to do multiplication and percentages?
Seriously, if there is any way to get Jason and the rest of PRPG crew to do as much of the boring heavy lifting before the game gets to me, then I'm all for that.
| KaeYoss |
KaeYoss wrote:I say keep the single price, but add a simple paragraph that tells you how you might change prices for things depending on availablility (and distance from the site of creation). Basically something like "Prices can vary from 50% to 200%, and even beyond in regions where the wares are available in abundance, or have to be important at high cost.I just like the idea of having multiple tables worked out so I can say to my players "Use Table X in this town, Table Y if you make a trip to the city." and not have to, you know, write my own damn table.
You wouldn't have to. You have one table, and modifiers.
It's just a lot easier to say "Use the village chart for equipment, but fish isn't available, because, you know, you're in the middle of a desert." than to write up separate tables. And it's hard enough getting my player's to keep accurate records of their expenditures without asking them to adjust the prices of the goods they are buying. I can barely get them to do basic addition and subtraction, and you want me to ask them to do multiplication and percentages?
No. I want you to FORCE them. It's for their own good. Some time, they will thank you for it. ;-)