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Subject: Re: I like it


Author:
Balaern
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Date Posted: 12:43:06 06/08/03 Sun
In reply to: Youri 's message, "I like it" on 08:28:48 06/08/03 Sun

>I like what you're planning. 100gps might not be a
>whole lot, especially since healing kits and similar
>stuff is so damn expensive. I think I could buy a
>whole 2 kits with 100gp. Then again, I suppose it
>depends on how much those bonuses are and how much
>lewt we find on creatures.
>While 100gp might be a lot of gold fiction wise, I'm
>not entirely sure wether the prices of certain items
>are do-able for just 100gp a week. Especially if you
>imagine that potions go as high as (I think) 450 gold
>each. That's a lot if 100 gold a week is the standard.
>Especially since it's just 1 heal, and we might need a
>lot more than 1 heal depending on how much combat
>happens.
>Maybe prices on healing stuff needs to be adjusted to
>the amount of combat that happens?

I'll check into the prices for healing kits, but I plan on having an in-house supplier who will probably be selling a limited quantity of them for less than 10 gps each. So, you'll always have access to some. If you want more, you'd have to go into town for them. The regular merchants will be selling them in the 50-130 gp range.

We'll have to see just how much combat there really is, but frankly, I think it will limited to one or maybe two fights per session depending on what's going on. There might be more in special situations: you might have to go to some haunted crypt and there would be more fights there. But adventuring won't be a major theme, just sort of a distraction . . . I think. So, healing shouldn't be a big focus.

I haven't decided exactly how much gold to give per week, but of course that will be supplemented by anything you guys find during any adventures.

I think this may be something we'll have to play by ear to see how it goes.

>Maybe I'm just bitching, but I kinda dislike the
>healing spells because of the fiction behind them
>(god-given magic powers, etc.).

Well, seeing as how resting will be limited to a few safe areas, those that play healers will have to manage their spells a bit more. All in all, I think either resting (which will restore all hps) or using healing kits and potions will probably be the best bet for healing. But if someone wants to play a cleric, there's plenty of room for one.

Byotch . . .

>I like the racism stuff. I just hope that the players
>will adopt some racism as well. I think it'd be more
>fun for both the racist and the discriminated player,
>but that's just me.

Yeah, I've always liked that. Just so you know, I've started on the merchants and many of them simply won't do any business with non-humans. Some have their own list of who they'll deal with.

>So our special action team will be mainly used for
>sabotaging and undermining the other House's property
>and business? As in, we would be trying to convince
>companies to deal strictly with us and not with the
>competition, as opposed to sneaking inside the other
>house and assassinating ?

I'd like to see a mix of "plots". Anything from assassinating an important member of the town council, to dungeon crawls where both PC parties are going after the same goal, stopping the Duath slave ring, convincing companies to deal strictly with your house and not with the competition, to more cooperative events like stalking the killer of your houses patrons or something like that (perhaps members of your house have been kidnapped). The other DMs and I have some pretty good ideas for both competive and cooperative "plots" we can spring on you. I just don't think this will be terribly fun if we tried doing this like UO guilds, that is I don't really see much point in having your parties "raiding" eachother every week; it's impractical (because both houses have some pretty good guards), and not too fun (because I can see one side or other getting completely wiped out very quickly). I would like to leave that possiblity open though. Might be an interesting way to end the campaign. *grins*

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