tag:blogger.com,1999:blog-3719982689257640248.post7185591123064294567..comments2023-12-28T10:03:45.273-08:00Comments on The Dragon's Flagon: Loot and XPwaywardwayfarerhttp://www.blogger.com/profile/00338700537762637962noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-3719982689257640248.post-46107479199375443632012-07-16T08:46:41.255-07:002012-07-16T08:46:41.255-07:00I do like the idea of "treasure puzzles,"...I do like the idea of "treasure puzzles," but I think it could be incorporated into the XP-first model without too much difficulty. If the party brings home a pewter cup, it's 5 XP. If they discover through clues in the adventure that it's the cup used by King Blofus to poison his queen who failed to provide him a male heir, they'd get a bonus of 200 XP, along with the knowledge that they could probably get a better price for it than its appearance would suggest.<br /><br />Another thing that I find problematic about the sell-for-XP model is that it can create a significant time lag between the adventure and the XP award. If the party embarks on another adventure in order to get their loot to market in some distant city, they're rather strangely postponing their XP award from one adventure until after another. I guess for some that might be a feature rather than a bug, but it feels off to me.waywardwayfarerhttps://www.blogger.com/profile/00338700537762637962noreply@blogger.comtag:blogger.com,1999:blog-3719982689257640248.post-14920191404556871492012-07-16T06:47:31.057-07:002012-07-16T06:47:31.057-07:00I disagree, and here's why. First, I generally...I disagree, and here's why. First, I generally base amount paid for loot based on two factors: information that the players discovered during play and location where the item is sold.<br /><br />For example, say the PCs find piece of silver jewelry. It is obviously valuable. If they find nothing else, they will sell it for X. But if they also find the journal that reveals some special property or historical significance of the item, they can sell it for Y (where Y > X). Thus, you have "treasure puzzles" where the reward can differ based on how well they performed during the adventure. Also, making different pieces of treasure related makes the world seem more alive.<br /><br />Location where sold is the second factor. The motivation here is setting exploration. You can sell it in the town here, or you can journey to far town Z where they will pay more. Basically, adventure motivation. It also meshes with real world economics (arbitrage) which is an added bonus.<br /><br />Note that in no place do I factor in character skills like appraisal, which I find dead boring. They don't add anything to the game, in my opinion.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.comtag:blogger.com,1999:blog-3719982689257640248.post-31668121447587408062012-07-14T14:41:50.921-07:002012-07-14T14:41:50.921-07:00Y'know, before I read this, I'd be in the ...Y'know, before I read this, I'd be in the camp that said xp only for the value received, but you convinced me.<br /><br />Good post.Black Vulmeahttps://www.blogger.com/profile/04270071699114783644noreply@blogger.com