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Black Drazon Profile
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Lord
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Registered: 04-2005
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Re: Experience Points


I'm sorry Bruno, I can't make out based on these rules if the Gold in webquest is gained from kills, events or both.

EDIT: Okay, I see the Gold Roll, but it seems to be based on two variables. What should the default two parameters be? As this is the only system that seems to have been tried and tested, I'd be more willing to go with it.

Last edited by Black Drazon, 10/May/2005, 1:59 am
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Bruno Profile
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God
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Re: Experience Points


Okay here's the system
The monster give an amount of XP equal to its gold value but after monster are dissapears you can collect gold

Here's the rules from Dion

quote:


Collecting Gold

As you hack, slash, and slay Monsters it is assumed you grab any evident pouches of Gold they may be carrying on their bodies before moving to the next target. To represent this, you'll be instructed to provide a "Gold Roll" after Monsters are cleared out - you can roll as many dice as you want. The Gold Roll has 2 parameters. The first parameter is what the total of the roll will be multiplied by. The second parameter tells you that if any of the dice come up this number or less then you find no Gold at all.



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Black Drazon Profile
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Lord
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Re: Experience Points


Okay, but we still need the variables. In webquest, it looks like it can be changed from [sign in to see URL] the roll and nothing on a 1.
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Boyinleaves Profile
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Hero
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Re: Experience Points


A variable gold system would be great, as long as it doesn't take a really long time to execute. Instead of rolling for each monster, I would suggest something like this: For each monster you kill that is part of the same group, or has the same multiplier, you can roll as many d6 as you like, as per the standard gold rules, and if you roll a 1, then you get nothing. However, for each monster you killed as part of the combat, you could ignore one result of a 1. Each player would have to choose the total number of d6 before they roll.

For example, a warrior kills 5 skaven. They have a multiplier of 5, so the warrior rolls 15 d6, thinking that he is not likely to roll more than four 1s. He rolls:

4, 5, 3, 3, 1, 3, 5, 3, 6, 6, 1, 4, 1, 5, 2

He killed 5 skaven so he can ignore up to four 1s. He rolled 3 ones, so he gains the total amount multiplied by 5, netting him:
52 x 5 = 260 gold

With this method a lot of players might be cautious with their rolling, choosing to roll less dice than they might if they rolled separately for each monster, because there would be more of a chance for them to receive nothing at all. It would keep the game flowing faster, and give more of an element of risk, and more variation.


To make a system even more simple, just have a basic multiplier, and roll 1d6 for each monster; a roll of 1 getting a warrior nothing, and any other roll being multiplied to find out the total amount of gold found.

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Black Drazon Profile
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Lord
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Re: Experience Points


This seems fair, given how Web Quest's system doesn't seem to provide for the number of monsters killed.
12/May/2005, 3:44 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
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Lord
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Re: Experience Points


What? Discussion stopping in a thread? Could it be... that we have accepted the decisions being made here? Glory Halleluiah! Web Quest's system (revised by Boyinleaves) it is!

Last edited by Black Drazon, 14/May/2005, 3:44 am
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BassJam Profile
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Lord
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Re: Experience Points


re: Gold Values.

I suspect that if Monsters no longer give gold for training, that the inflation of the Gold piece should cease. Therefore, you can use the same pricing as the real Warhammer World, and use values from Mordheim and WFRP literature.

Magic items can RETAIN their current gold values, which would make sense. Example, a normal Sword can be bought for 15 Gold Pieces instead of 500, and the Hammer of Sigmar would still sell for 2,000 Gold. The old prices made no sense in WHQ...

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
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Black Drazon Profile
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Lord
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Re: Experience Points


I'll need the community's opinion on this. After all, shrinking the Gold Value of items unbalances the system. The idea of the old system is that X% of gold goes towards training and MinuteFractionOfX% goes towards items. Now it's been set up so 100% of XP goes towards training and X% of reduced Gold goes towards items and a fraction of that to training. Costs should, I think, shrink a little, but to Mordheim standards I don't think... it should go up to debate.
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God
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Re: Experience Points


I have been thinking that we could blanket-slash all costs to 1/4th of the listed price. Or at the very least just assume it's 50%.
BUT- whatever factor we pick, we should take this opportunity to make sure that warriors don't get the same proportion of cash to expense as before.

PS- just an apologey (sp?)- my appearances will be sporadic for a week or two as I trudge up and down a beach in Norfolk measuring sand dunes. Holiday indeed!

Last edited by thecustodian, 2/Jun/2005, 12:33 am
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BassJam Profile
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Lord
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Re: Experience Points


Why not make Training a nominal cost then, like:

1) Training costs= 100Gold per Battle-Level; Prerequisite is old exp requirement.
2) WFRP and Mordheim prices on non-magical items are either used or referenced when making price lists to to bring the game in line to the world (more likely to get a publishing deal in the future that way :b yeah, right.)
3) Magic Weapon,Item and Armor costs remain the same...

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
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