value of loot and an idea
Posted: Wed Jun 18, 2014 1:39 pm
Hey,
I have been pondering a few things recently.
one of them is selling loot.
somewhere (cant remeber where maybe even in each book) there is a rule that says basicly, get half for an items shop price when you sell it.
this means a looted chain mail will net them 90 silver (half of 180).
but does this include wearing damage, damage that they inflicted when beating the wearer?
did the wearer take good care of it. is it crafted with as much skill as their own armor.
and when they sell their own armor it is still just 50% of the buy value that they get.
i know the availability is a factor, but usually its not really applicable, since most mass sell actions go in larger cities.
so i thought of a way to make sure not every piece of loot is the same value regardless of its previous owner, state of being and skill.
/disclaimer, this is no a finished idea i request help
add 2 stats to loot, and maybe even to everything.
and do this when applicable, not ALWAYS.
Function and Aesthetics.
what do these do?
function is how good the item is at doing what it was modeld for.
how good a sword is a sword.
how good a bow is a bow.
etc.
higher leverls make it do more damage, more durability, sharper, easier to hit with etc.
Aesthetics is how beautiful it is, how pretty, decorated, jewelled and the skill of the craftsmen who might have etched filligree in places.
basicly how much work went in to the visuals of the item.
the higher the Aesthetics the more value an item has.
these would then function on a scale.
say 1-10
a item of average function is F5. no bonusses no negatives.
an item of average Aesthetics woud be A2
so to get back to the broadsword
F5 A2 is
size 3
dam 5
str min 12
cost 25
weight 4
avail average.
F7 A2 is
size 3
dam 6
str min 12
cost 50
weight 4
avail Unusual.
F5 A3 is
size 3
dam 5
str min 12
cost
weight 4
avail Unusual.
F4 A1 is
size 3
dam 4
str min 12
cost 10
weight 4
avail average.
when an items get damaged, the higher of the 2 stats suffers first.
an items get damaged when it suffers a trauma, say a shiield is used to "parry" an attack that was going to be an armor defeating blow, that would damage the item if it was only just managed or failed to parry. armor that suffered a blow that was NOT armor defeating but ended up doing 40+ damage anyway. etc.
the fnction stat is the less valuable of the 2 stats in money terms and the Aesthetics value is a sort of multiplyer for the functions value.
basicly
function 5 = 1 Aesthetics 2 = 1 1X1 = 1 (10 silver)
function 5 = 1 Aesthetics 3 = 2 1X2 = 2 (20 silver)
function 6 = 1.1 Aesthetics 4 = 3 1.1X3 = 3.3 (33 silver)
function 10 = 2 Aesthetics 10 = 8 2X8 = 16 (160 silver)
once again this is not a complete system. just an idea.
and i want to know what you people think of it.
I have been pondering a few things recently.
one of them is selling loot.
somewhere (cant remeber where maybe even in each book) there is a rule that says basicly, get half for an items shop price when you sell it.
this means a looted chain mail will net them 90 silver (half of 180).
but does this include wearing damage, damage that they inflicted when beating the wearer?
did the wearer take good care of it. is it crafted with as much skill as their own armor.
and when they sell their own armor it is still just 50% of the buy value that they get.
i know the availability is a factor, but usually its not really applicable, since most mass sell actions go in larger cities.
so i thought of a way to make sure not every piece of loot is the same value regardless of its previous owner, state of being and skill.
/disclaimer, this is no a finished idea i request help
add 2 stats to loot, and maybe even to everything.
and do this when applicable, not ALWAYS.
Function and Aesthetics.
what do these do?
function is how good the item is at doing what it was modeld for.
how good a sword is a sword.
how good a bow is a bow.
etc.
higher leverls make it do more damage, more durability, sharper, easier to hit with etc.
Aesthetics is how beautiful it is, how pretty, decorated, jewelled and the skill of the craftsmen who might have etched filligree in places.
basicly how much work went in to the visuals of the item.
the higher the Aesthetics the more value an item has.
these would then function on a scale.
say 1-10
a item of average function is F5. no bonusses no negatives.
an item of average Aesthetics woud be A2
so to get back to the broadsword
F5 A2 is
size 3
dam 5
str min 12
cost 25
weight 4
avail average.
F7 A2 is
size 3
dam 6
str min 12
cost 50
weight 4
avail Unusual.
F5 A3 is
size 3
dam 5
str min 12
cost
weight 4
avail Unusual.
F4 A1 is
size 3
dam 4
str min 12
cost 10
weight 4
avail average.
when an items get damaged, the higher of the 2 stats suffers first.
an items get damaged when it suffers a trauma, say a shiield is used to "parry" an attack that was going to be an armor defeating blow, that would damage the item if it was only just managed or failed to parry. armor that suffered a blow that was NOT armor defeating but ended up doing 40+ damage anyway. etc.
the fnction stat is the less valuable of the 2 stats in money terms and the Aesthetics value is a sort of multiplyer for the functions value.
basicly
function 5 = 1 Aesthetics 2 = 1 1X1 = 1 (10 silver)
function 5 = 1 Aesthetics 3 = 2 1X2 = 2 (20 silver)
function 6 = 1.1 Aesthetics 4 = 3 1.1X3 = 3.3 (33 silver)
function 10 = 2 Aesthetics 10 = 8 2X8 = 16 (160 silver)
once again this is not a complete system. just an idea.
and i want to know what you people think of it.