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PnP Coins: How does this distribution of coins look? (By Level)


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#1
Ugly_Duck

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I set this up for a low treasure drop, so the coins would be of greater value.  Let's hear some feedback!

cp = Copper
sp = Silver
ep = Electrum
gp = Gold
pp = Platinum

Level: Coin Drop: Coin Type:
01   2  cp
02   2  cp
03   5 cp
04   5 cp
05   10 cp
06   10 cp
07   15 cp
08   15 cp
09    20 cp
10    25 cp
11   1 sp
12   1 sp
13   3 sp
14   3/7 sp/cp
15   5 sp
16   5/15 sp/cp
17   7 sp
18   7/10 sp/cp
19   9 sp
20  12 sp
21   1 ep
22   1 ep
23   2 ep
24   2/3/10 ep/sp/cp
25   4 ep
26   4/5/15 ep/sp/cp
27   5 ep
28   5/7/20 ep/sp/cp
29   7 ep
30   10 ep
31   1 gp
32   1 gp
33   1 gp
34   1 gp
35   2 gp
36   2 gp
37   2/3/5/10 gp/ep/sp/cp
38   3 gp
39   3/5/7/15 gp/ep/sp/cp
40   5 gp
41   5 gp
42   5/7/9/20 gp/ep/sp/cp
43   5 gp
44   5/9/11/25 gp/ep/sp/cp
45   6 gp
46   6 gp
47   6/3/5/10 gp/ep/sp/cp
48   7 gp
49   7/5/7/15 gp/ep/sp/cp
50   9 gp
51   10 gp
52   10/3/5/10 gp/ep/sp/cp
53   10 gp
54   10/5/7/15 gp/ep/sp/cp
55   11 gp
56   11 gp
57   11/7/9/20 gp/ep/sp/cp
58   12 gp
59   12/9/11/25 gp/ep/sp/cp
60   14 gp
61   14/3/5/10 gp/ep/sp/cp
62   14 gp
63   14/5/7/15 gp/ep/sp/cp
64   15 gp
65   15 gp
66   15/7/9/20 gp/ep/sp/cp
67   17 gp
68   17 gp
69   17/3/5/10 gp/ep/sp/cp
70    20 gp
71   20 gp
72   20/3/5/10 gp/ep/sp/cp
73   25 gp
74   25/5/7/15 gp/ep/sp/cp
75   1 pp
76   1/2/5/7/10 pp/gp/ep/sp/cp
77   1 pp
78   1 pp
79   1/3/7/9/15 pp/gp/ep/sp/cp
80 2 pp

#2
Kaldor Silverwand

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So after killing a low level creature you have a 1 in 80 chance of each of these drops? Or is this based on the number of hit points the creature has or the number of xp points you earn?

I like the idea of using coins, but I have to wonder what mechanism you use to exchange them so that they can be used to purchase things.

Regards

#3
Ugly_Duck

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I'll explain a bit more:
- The far left number is the level of the creature.
- The next number(s) to the right of the level number, is the coin(s) that will fall into the lootbag after you defeat the monster.
- The letters are the coin type.

So here is an example of how this would work:

You kill a lvl 3 bugbear - you get 5 copper pieces (cp).
You kill a lvl 21 ghoul - you get 1 electrum piece (ep)
You kil a level 72 dragon - you get 20 gold, 3 electrum, 5 silver, 10 copper (gp/ep/sp/cp)

Did that help explain?

#4
kevL

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UD, are you perchance thinking of NwN(1)?

NwN2 character levels go up to only 30, and it's extremely rare to fight monsters > 40 hitdice


i mean, I'm playtesting vs level 20 Dragon, and the stock scripts are dropping ~300 gp. And after the scrap that i gotta go through to bring that blighter down, it's chintzy! ( won't even mention that his strength is turned down from 37 to 17, so the coolio scripts get a chance to run ;)

i'd say a few cp is okay for 1st & 2nd levels, silver is fine for 5th levels, and electrum & gold by 10th. Over that would be strictly gold and greater than 20th we talk plat.


.. what's a +1 longsword go for these days???

#5
kamal_

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kevL wrote...
.. what's a +1 longsword go for these days???

Base of 1649 gold per the toolset. Better kill a lot of level 72 critters. :P

#6
Dann-J

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A couple of questions:

1. Where do ghouls keep their coins?
2. If I knew, would I want to pick them up?

#7
kevL

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Kaldor hit on a good idea, tho

like, using the OPost as a table for low- or mid-level drops .. flesh it out to 100 entries say, then have yer ghouls roll the *cough* bones.

#8
Lugaid of the Red Stripes

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Not sure how you're exactly implementing the different coins, but from a design and balance perspective it might make sense for each type of coin to be used for a different class of transactions/merchants. For example, mundane consumables like food, alcohol, and a night's lodging could be paid for in copper, while crafted items, like ammunition, potions, and (non-magical) weapons and armor would require silver. Buying and selling high-end magic items and jewelry could only be done with gold.

In practice, the players with a hoard of gold coins might still have to scrounge around for a few coppers, especially if they're in a small village without a money-changer. Completing a quest from a local merchant might get them a bit of silver, enough to buy a new sword, but they'll have to loot an ancient tomb to get the gold they need to buy a high-end magic longsword. By keeping the monies separate, you're keeping the low- and mid-level purchases and loot drops relevant, even as the party starts amassing a monty-haul fortune from the big quests.

So rather than having each level of monster drop a mixture of coins, which is just a cumbersome way of laying out the decimal places, have different types of monsters drop different coins based on their status or role in the local economy. Nuisances like goblins drop copper, bandits like orcs drop silver, and magical creatures, like dragons, drop gold.

#9
Ugly_Duck

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is there a referance sheet somewhere that you all know of, that shows treasure drops for the different monsters?

#10
kevL

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These look like the defaults:


PC level
0 - 5, gold 2d12
6 - 8, gold 2d20
9 - 10, gold 3d20
11 - 13, gold 5d20
14 - 16, gold 8d20
17 - 100, gold 10d20

. modified by
Low x 0.5
Medium x 1.0
High x 3.0


This comes from 'nw_o2_coninclude' as a fallthrough from 'x0_i0_treasure'. Oddly perhaps, there doesn't seem to be any consideration for MonsterLevel .... (though you could just say that MonsterLevel = PCLevel)

ps. there's also chances for weapons, etc. & chances nothing drops at Low. But this is the GOLD.

Modifié par kevL, 06 septembre 2011 - 04:06 .


#11
Ugly_Duck

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Ok, please examine this coin distribution. It is not based in a mathmatical formula, just an assignment of coin(s) per level.

/////////////////////////////////////////////////////////////////////////////////////
//
// Coin Conversions:
// 1.) 100 cp = 10 sp = 2 ep = 1 gp = 10 pp, or
// 2.) 1 copper = 1/100th of a gp. 1 sp = 1/10th of a gp. 1 ep = ½ of a gp. 1 pp =

// 10 gp.
//
/////////////////////////////////////////////////////////////////////////////////////

cp = Copper
sp = Silver
ep = Electrum
gp = Gold
pp = Platinum


Level: Coin Drop: Coin Type:
01 400 cp
02 400 cp
03 600 cp
04 600 cp
05 800 cp
06 800 cp
07 1000 cp
08 1000 cp
09 120 sp
10 120 sp

11 140 sp
12 140 sp
13 160 sp
14 160/7 sp/cp
15 40 ep
16 60/15 ep/sp
17 80 ep
18 100/10 ep/sp
19 200 ep
20 200/15 ep/sp

21 200 gp
22 250 gp
23 300 gp
24 350/3/10 gp/ep/sp
25 400 gp
26 450/5/15 gp/ep/sp
27 500 gp
28 550/7/20 gp/ep/sp
29 600 gp
30 650/9/25 gp/ep/sp

31 700 gp
32 750 gp
33 800 gp
34 850 gp
35 900/3/5/10 gp/ep/sp/cp
36 950 gp
37 1000/5/7/15 gp/ep/sp/cp
38 100 pp
39 150/5/7/15 pp/gp/ep/sp
40 200 pp

41 225 pp
42 250/7/9/20 pp/gp/ep/sp
43 275 pp
44 300/9/11/25 pp/gp/ep/sp
45 325 pp
46 350 pp
47 375/3/5/10 pp/gp/ep/sp
48 400 pp
49 425/5/7/15 pp/gp/ep/sp
50 450 pp

51 475 pp
52 500/3/5/10 pp/gp/ep/sp
53 525 pp
54 550/5/7/15 pp/gp/ep/sp
55 575 pp
56 600 pp
57 625/7/9/20 pp/gp/ep/sp
58 650 pp
59 675/9/11/25 pp/gp/ep/sp
60 700 pp

61 725/3/5/10 pp/gp/ep/sp
62 750 pp
63 775/5/7/15 pp/gp/ep/sp
64 800 pp
65 825 pp
66 850/7/9/20 pp/gp/ep/sp
67 875 pp
68 900 pp
69 925/3/5/10 pp/gp/ep/sp
70 950 pp

71 975 pp
72 1000/3/5/10 pp/gp/ep/sp
73 1025 pp
74 1050/5/7/15 pp/gp/ep/sp
75 1075 pp
76 1100/2/5/7/10 pp/gp/ep/sp/cp
77 1125 pp
78 1150 pp
79 1175/3/7/9/15 pp/gp/ep/sp/cp
80 1200 pp
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

I'd like a more refined method of distribution - like increasing coin drops based on hp+level+AC+STR+DEX+CON, but im not good at math or scripting.

#12
kevL

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that looks like a much nicer distribution from top to bottom ..

not sure where you're going with it; you could simply add PCLevel + MonsterLevel + a fraction of monster's AC/Str/Con/Dex or so ( all divided by an arbitrary # ), then reference that number on your table. Add in a random +/- 5 (or so).


uh, i could refer to the algorithm i used for Pia_Loot drops but it's so tuff to wrap the head around I don't wish it on anyone ....


I like the table cause it allows for Lugaid's idea, could bring in dethia's Merchant System, and maybe weight can be assigned to all those cp's