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Bardwulf wrote:Another thing is that monsters, foes or what have you don't always need to be carrying money on them to loot. What use would darkspawn have for coin? None. They probably trade in people's tongues or something, lol.
So I try to stay very focused on where they would be finding money. Some cultists out on a street doing a mission for their order? Well they don't need to have a lot of cash on them. Most of it is in their strongbox at home I expect. Perhaps just enough to buy some food or emergency lodging or travel if it comes up. Nothing that could be considered "loot" and so on.

shonuff wrote:
There is always the opportunity for loot, though. Spiders, wolves, etc. would drag important kills to their dens with the possibility of money/trinkets. Darkspawn could easily take money when they loot the dead, as well; just because they don't have use for it doesn't mean they wouldn't take it. Your average joe on the street? S/he could just as easily have all of their money on them as at home -- a strongbox costs money itself, and most people wouldn't have much.
Most arguably moneyless adventures also have a source, a questgiver offering something for completion.
99 out of 100 quests are going to have loot of some sort somewhere along the adventure. However, adventurers are going to have more money than your average peasant, so it will be difficult to keep their money stable (and low) with just aspects that you would use for peasants.

5trangeCase wrote: There being the "opportunity" for loot is completely meaningless. There's an opportunity for every random encounter to be against a gang of giant spiders, but you don't do that because it would be detrimental to your game. The likelihood that you would be able to loot money from wolf or spider lairs is minimal, so don't do it. Darkspawn may be able to "easily" to make money, but they don't have to. Your average joe just got pickpocketed/spent all his money at the tavern/is more poor than he looks.
5trangeCase wrote: I don't disagree with questgivers giving you money for completion; but even that can be dodged by taking out the middleman and have them provide the PCs with items instead.
5trangeCase wrote:In regards to money sinks, encourage your players to find a place where they can call home; very, very few people are comfortable with being wanderers and nomads. Get them to buy or rent property. You can then feel free to give them as much money as you want because they'll probably be motivated to get a nicer place, plus they'll have to pay their rent.







shonuff wrote:...
But, IMO, there should (almost) always be some loot. It lets you keep the PCs paying for incidentals, or it gives the PCs a sense of accomplishment beyond XP or magic. And just because the monster isn't interested in treasure doesn't mean that it won't be around.
shonuff wrote:...
There is always the opportunity for loot, though. Spiders, wolves, etc. would drag important kills to their dens with the possibility of money/trinkets. Darkspawn could easily take money when they loot the dead, as well; just because they don't have use for it doesn't mean they wouldn't take it. ...
shonuff wrote:...
And it's really difficult to pin down prices, IMO, when a backpack is 9 sp, a belt pouch is 1 sp, but a water skin is 40 cp, and they're all similar in function and not too different in size. And belt pouches vs. waterskins is a definite head-scratcher to me.
Lynata wrote:...
Home bases I'm still sceptical about. How often would you actually be able to visit and use them? Any of you had experiences with this in your campaigns?![]()
...

Lynata wrote: Isn't looting equipment the most obvious way of making money, though? Stuff like platemail will be "somewhat difficult" to move, of course, but when a character can pick between a purse with 67 copper and the slain foe's sword, it would be weird to not at least consider taking the latter. Even when you sell it for 1/4 its original cost, that's still a neat sum. And equipment is getting scavenged and repurposed all the time in the setting, so unless the character feels he or she is "above such behavior" (be it due to honor, religious beliefs or simple superstition), ...
Lynata wrote: Home bases I'm still sceptical about. How often would you actually be able to visit and use them? Any of you had experiences with this in your campaigns?![]()
Lynata wrote: Minor NPCs (civilians) like a cook or a squire can easily accompany the party in their midst, camping with them and taking care of menial tasks like collecting firewood. They won't accompany you into combat - and if they do, they'll be so bad that they won't make much of a difference. This type of NPC would be furniture much like the tent people are sleeping in. That being said, rescueing them if they've been taken by bandits/slavers/giant spiders might well be a sideplot all by itself.![]()
Lynata wrote:As for the cost, I have a feeling that the Dragon Age RPG doesn't provide us with an extensive list on purpose. The game embraces simplicity, and besides, there will always be something missing. So they've given us a list of examples as a basis and we are free to come up with ad-hoc prices for anything else. Don't be too worried that something might possibly seem too low or high; Thedas doesn't have a global economy yet, so prices should vary a lot depending on what you want to buy where.
And personally, I think this kind of tinkering with rules can be pretty fun, but of course it comes down to preferences. If nothing else, it allows (or "forces", if you will) the community to come up with and exchange lots of cool ideas, in turn making it more active by placing each participant into the role of a co-creator. You have this potential for creativity in just about any P&P, of course, but necessity breeds it even better!![]()

Bardwulf wrote: Well, on the subject of a price list, that serves as a constant frustration to me trying to GM this. It amounts to a lot of extra work I shouldn't need to do with a chilled out game that this is.
Isn't there some way we can get an authoritative list of prices used in the computer games? Then just use that? I've checked wiki type things and found nothing pricing items, other than weapons and armour really. Don't know if anyone else found a goldmine for this?
Bardwulf wrote:Keeping a party hungry makes things better for them. That is why Joss Whedon's Firefly was so good. They were in a sci-fi world but living on the edge of depravity, having to take any job they could. Heck, the same was the case with the classic anime 'Cowboy Bebop'. That stuff has really inspired me in my Gamesmastery. Shame we're not in space ships![]()

Loswaith wrote: I guess thats where we differ a bit, as I dont agree that there should almost always be some loot. To me loot will only be there if it makes sence to be there (or the PCs can logically invent loot given the situation).
Loswaith wrote:I also cant realy see any reason why darkspawn would loot valuables, sure the occasional shiny trinket that takes their interest, or prehaps a fancy weapon or armour piece. Individual might seems to be what determines the heirachy of darkspawan rather than trinkets (but thats a side discussion too).
Loswaith wrote:Keep in mind that waterskins arent generally made of leather but typically animal baldders (being already watertight), which would account for price difference.

I think it makes sense from a realism PoV in any case - also see here: http://www.historum.com/war-military-hi ... attle.htmlshonuff wrote:It makes sense in a CRPG, but I don't think that salvaged combat gear would be worth it. From a dead foe, I would think the value would plummet. Think of the damage the armor/weapons would have taken that would need to be repaired. Personally, I wouldn't want to have to figure out the value of individual pieces.
And I do like the thought of it - right now, we're way too mobile, though. But it might be worth discussing this with the whole group; gauge people's feelings etc. I'm sure our GM would be willing to accomodate any consensus in this matter, at least once our current task is finished. Certain roles in the party (Circle Mage, Templar) make more sense with a permanent base reflecting their affiliation, anyways, especially if we ever start exploring the possibility of gaining more influence in the respective organizations.shonuff wrote:IMO, PCs need a place to call home.
Ah, that depends on the NPCs origin! In essence, there should be little difference in potential for mobility between PCs and NPCs, if they are of a fitting type or their backstory accounts for it. Whilst I'm sure the majority of the populace is as you say not inclined to move around much, there will always be people who are either eager for adventure or simply need the coin. The kind of people that would otherwise form baggage trains, bandit groups or mercenary companies.shonuff wrote:Maybe, but I don't see most NPCs being the travelling kind.


Lynata wrote: You raise a valid point concerning the quality and value of looted/damaged gear, though I think it'd be comparatively easy to come up with a rule of thumb: Any looted armour has -1 AR due to battle damage, and would only be worth 1/4 of its original value. Also, unless you roll a 6 on a 1d6 it doesn't quite fit you and you receive a -1 Dex penalty on top of it. Weapons are probably a bit trickier. A (relatively) newly forged sword ain't gonna show much damage just because its owner was slain. Maybe no attribute penalties, but still 1/2 value due to showing signs of use?
Lynata wrote: On a sidenote, from the discussion in that link:
"If I remember rightly battlefields were the main supplier of teeth to make dentures. A man could be rich with just a steady stomach and a big pair of pliers."
![]()
I vaguely recall having watched a scene like that in a Jeanne d'Arc movie, too.
Lynata wrote:And I do like the thought of it - right now, we're way too mobile, though. But it might be worth discussing this with the whole group; gauge people's feelings etc. I'm sure our GM would be willing to accomodate any consensus in this matter, at least once our current task is finished. Certain roles in the party (Circle Mage, Templar) make more sense with a permanent base reflecting their affiliation, anyways, especially if we ever start exploring the possibility of gaining more influence in the respective organizations.
Lynata wrote:Ah, that depends on the NPCs origin! In essence, there should be little difference in potential for mobility between PCs and NPCs, if they are of a fitting type or their backstory accounts for it. Whilst I'm sure the majority of the populace is as you say not inclined to move around much, there will always be people who are either eager for adventure or simply need the coin. The kind of people that would otherwise form baggage trains, bandit groups or mercenary companies.![]()



jgladeb wrote:GM - "Cool. Let's see here... a three. Congrats! Rolan has successfully contracted herpes."

