Saturday, June 16, 2018

You and your gang head into the local dungeon.

You and your gang head into the local dungeon.

You sneak in. Maybe you get into a fight, but you come out OK and with some loot.

You've found:
10 gold - find by the wizard
1 gold - found by the thief.
3 silver - found by the Fighter, cleric, and thief.

How do you divide it up?

Now that there is a Money Changer stall in town, and they take a percentage. There are items you can buy.

The local inn is about a silver a night, including food, a drink or two, and cheap entertainment. A gold would be enough for all of you for a few days.

Ten gold is enough for a hundred nights worth at the local inn, so for the four of you there's almost a month.

There's a fancier inn, of course, for the merchants. It costs like ten times.

There's always clothes and fancy jewelry. Negotiable affection, and what not.

But first: How do you divide it up? Do you divide it up?

52 comments:

  1. So as always there are a lot of "it depends..." based on what sort of assumptions I'm working with.
    My base assumptions:
    - all of the treasure was reported to the group
    - This is a group that is friendly or at least "professionally friendly" and basically trust one another. This is how my gaming groups function by default, and I dislike other situation so I'm going with it.
    - The party is all staying at the Inn and not paying for their own living situations outside of this.
    - That party plans to keep working together, and will likely have expenses in the future (healing, living expenses, supplies, etc.) that the group fund could cover.
    - The money changer charges more than an extremely nominal fee.

    These mean that yes, the money gets split and does so as evenly as possible, so everyone gets 2 gold. One gold goes to the Inn to pay for a month of living, without having to lose money to a money changer. The 2 gold and 3 silver go into the party treasur where they will be used to cover group expenses or to be dolled out after the next if the treasure is easily divisible by the group number. Basically, this is to minimize loss due to money changing.

    If any of those assumptions are not true then this all goes out the window.

    ReplyDelete
  2. Then you've got days until you need to do anything, because you've got a gold with the inn, right?

    A gold is enough for a few days for all of you in the inn.

    Of course, living at the inn isn't great. It's communal living, without a lot of privacy. Whatever stew is on the pot, maybe an egg or two for breakfast, house made bread. And you've got all that fancy gold....

    There's a merchant inn down the road, with private rooms, elven wine, dwarven beer and hobbit food. Oh, and coffee. It costs a gold a day.

    ReplyDelete
  3. Those sound like true statements. Did you have a question regarding them?

    ReplyDelete
  4. How long until you want to go stay at the fancy inn?

    ReplyDelete
  5. A clever wizard stays at the cheap inn and doesn't reveal how much the old musty piece of art he carted out was worth. :)

    ReplyDelete
  6. Are you a clever wizard, Sean Leventhal?

    ReplyDelete
  7. No. I'm more a cleric. I want it split evenly after we tithe the right percentage off gross to the church.

    ReplyDelete
  8. How much off the top do you want going to your church, Sean?

    And, what happens when the Fighter says she doesn't see a good reason to give money to your church?

    ReplyDelete
  9. And, though I've not stated it so well yet, I'm building in that having money makes things cheaper.

    See, it's 10 copper to a silver, 10 silver to a gold, right?

    But, it's 1 gold for a group of four to have 3 nights in the inn.

    In silver, paid out slowly, that'd be 12 silver.

    All the equipment that costs copper is one-use. The stuff that costs gold lasts.

    Getting money makes it easier to get more money.

    ReplyDelete
  10. A solid 10 percent. And I hold firm, she holds firm, and I quietly pay her share our of my cut and hope no one notices.

    ReplyDelete
  11. Oh, probably I want to stay at the fancy inn right away. Which according to this I can accomplish for one or two nights before needing to go back to the dungeons. Or maybe I don't stay there and just eat better food for a few nights, that'd probably be cheaper and make it last longer? I dunno. This doesn't really alter my opinion on the splitting thing though.

    ReplyDelete
  12. Sean Leventhal So now the cleric has less money than everyone else, right?

    If it's ten person, round easy, then that's a gold. Split four ways and that's 2.5 silver, so now you're paying 5 silver out of your share of 2 gold, right?

    So, you've got 1.5 gold or so. There's a cool magic item at 1 gold that'd for sure help with your healing. Do you buy it?

    Meanwhile, the Fighter can buy two items that cost a gold each. You could buy some silver items, but they are one use.

    ReplyDelete

  13. Gold items grant a +1:
    -- Shield, giving a +1 to Armor, but must take a 1 to your Sneak roll.
    - Stealth shoes, giving a +1 to Sneak
    -- Quick sword, giving a +1 to Fighter
    -- Amulet, giving a +1 to Heal
    -- Darkvision, giving a +1 to Treasure Rolls

    ReplyDelete
  14. Oh sure I buy it. Looks like I'll be running low on funds soon though. Can I crash in the pews at the local church when things run dry?

    ReplyDelete
  15. Oh sure! They'll ask you to do some sweeping, of course, I mean it's not like they are a charity.

    Don't forget: You've got three nights at the Inn with your Gang.

    How long until you head back to The Dungeon with The Gang?

    ReplyDelete
  16. I might make it two weeks. But probably not.

    ReplyDelete
  17. I'd like to test out some dice rules.

    Sean Leventhal, Matt Johnson, are you both cool with having characters and rolling dice in the dungeon?

    ReplyDelete
  18. Yes, but how much to invest in real estate?

    ReplyDelete
  19. Josh Roby This is a great question, and it's good to see you around.

    I was thinking about this today, actually.

    If The Inn charges a silver per night, and can house maybe 24 people, then it's worth ...

    I don't know. I don't know if it's ever been sold, or if it exists from the largesse of a monach.

    What do you think?

    ReplyDelete
  20. William Nichols It can house 24/night is very different than it does house 24/night. Probably averages less than half that. 33% occupancy on average would yield 8 silver a night (just under 3000 silver a year). Overhead (payroll, stew materials, taxes to the local warlord et al) would consume maybe 75% of that (if the profit margin were much higher there’s be competition across the street). So let’s say an inn earns the innkeeper 2 silver a night, 750 silver a year.

    If it’s ever sold, it’s to somebody who’s going to run it themselves or pay somebody to do it, and they’d probably pay that inn manager about 2 silver a night…

    ReplyDelete
  21. Sure, I don't mind helping out.... though I may not be the direct target audience for your ideas. :)

    ReplyDelete
  22. Great!

    The Cleric is obviously played by Sean. Your stats:
    Sneak 0
    Brawn -1
    Faith 1
    Lore -1

    Matt Johnson: Fight, Thief, or Wizard?

    ReplyDelete
  23. Awesome.

    Your stats:
    Sneak -1
    Brawn +1
    Faith -1
    Lore 0

    ReplyDelete
  24. As you head back into the dungeon, Matt Johnson & Sean Leventhal, make a sneak roll: roll 2d6 and add your Sneak stat.

    [ Note: From a laptop, you can roll dice in gmail. Or use any dice. Or just roll 2d6 at home. It's all cool. ]

    ReplyDelete
  25. Josh Roby You wanna be the Wizard?

    If so, your stats are:
    Sneak -1
    Brawn -1
    Faith 0
    Lore 1

    And we'll want a Sneak roll from you, too.

    ReplyDelete
  26. Great!

    You slink into the dungeon, sticking to the shadows and avoiding all the Guardian. You come across a pile of treasure.

    Make a treasure roll to see what you find: Roll 2d6 + Lore.

    ReplyDelete
  27. Roll(2d6)+-1:
    3,1,+-1
    Total:3

    Bam, nailed it.

    ReplyDelete
  28. AWesome, Matt Johnson! I get to test out all parts of the system.

    On 3 or less, you face a guardian but must choose 1 less when you do.

    You come into the Dungeon, and at first are totally fine. You're in the shadows, avoiding guardian. Then, BOOM! A trap sets off, letting three muscle-bound automatons out, who quickly surrounded you.

    "Intruder" one growls, and swings at you.

    By default, you are now having to Face a Guardian. What do you do?

    [ Face a Guardian is 2d6 + Brawn, but I'd love to hear some description of how you deal with these guys. ]

    ReplyDelete
  29. How Face A Guardian works:
    Face a guard: When you face down a guard, Roll + Brawn. On a 12+, choose 4. On a 10+, choose 3. On a 7-9, choose 2. On a 6-, choose 1:
    -- You do have to roll Wounds
    -- You gain a roll on the Treasure table
    -- Carry forward an increase by a success tier to your next roll.
    -- You do not have to face another guardian.

    ReplyDelete
  30. Treasure table: Roll + Lore
    On 1 15: You find a pouch of 10 platinum pieces, or a piece of art.
    On a 12: You gain a platinum piece, or a pouch of 10 gold.
    On a 10+: You gain a Gold piece, a pouch of 10 silver,.
    On a 7-9: You gain a silver piece, a pouch of 10 copper.
    On a 6-: You gain a copper piece, a 10 rations
    On a 1-3: You find a ration, more or less. You can use a ration for another Sneak attempt.

    ReplyDelete
  31. I got 2 lore. This is like golf, right? ;)

    ReplyDelete
  32. Oh, I just noticed. You need to account for rolls of 0 most likely.

    ReplyDelete
  33. note: do you mean should -- You do have to roll Wounds" be "-- You do not have to roll Wounds" because really who would ever choose to roll wounds?
    -

    Well, keeping a wall behind you only works if you trust the walls, and rushing their biggest one only works if they might feel fear... same with yelling... automatons are annoying, they don't fall for any of the usual tricks. Well, except for the violence trick... that usually works eventually.

    So I use my violence, aiming for limbs and joints and keeping it as quiet as I can... they may not feel pain but a broken knee is a broken knee. It gets the job done eventually, (Roll(2d6)+1: 5,3,+1 Total:9), but I take a few wacks before I take them out (whats the wound system here?).

    I do a quick rummage through the rubble (Roll(2d6)+0: 6,1,+0 Total:7)... wondering who pays automatons anyways, as I grab a few old coins and continue on my way...

    ReplyDelete
  34. Sean Leventhal You rolled a two?

    Ouch. But, that's ok! You find the leftovers of a meal of goblins, who just scurried away. There's enough of what resembles food here so you can eat and not feel hungry as you continue on.

    You can either Sneak deeper into the dungeon, or go back, empty handed. What do you do?

    ReplyDelete
  35. Matt Henry You rend them apart, for sure.

    But, on a 7-9 you can normally choose 2. You'd have to choose 1 due to your minus one choose from the three.

    But, I'm going to call it a 10. Which'd be choose 3, so is now choose 2.

    And it looks like you're choosing to find some treasure and not suffer wounds, right?

    Which means that the noise is going to attract some trouble. When you walk through another doorway, there are some goblins with spears who run at you!

    What do you do?

    ReplyDelete
  36. Not a lot of choice but to sneak onward. I can't go back empty handed. I roll a 12... Maybe I'll use a different website next...

    ReplyDelete
  37. A 12, great!

    Then you can make a treasure roll and increase the result by a success tier.

    Here's the treasure move:
    On 1 15: You find a pouch of 10 platinum pieces, or a piece of art.
    On a 12: You gain a platinum piece, or a pouch of 10 gold.
    On a 10+: You gain a Gold piece, a pouch of 10 silver,.
    On a 7-9: You gain a silver piece, a pouch of 10 copper.
    On a 6-: You gain a copper piece, a 10 rations
    On a 1-3: You find a ration, more or less. You can use a ration for another Sneak attempt.

    ReplyDelete
  38. 6... -1 lore is hurting right now.

    ReplyDelete
  39. Oh, I think you mean me? My intent was to suffer wounds in exchange for the treasure since I was only getting one choice, I just wasn't surer how they worked. But getting two and going with treaure + no wounds but failing to be quiet works. :)

    -

    So, rolling to overcome the guardian...
    Roll(2d6)+1: 2,5,+1 Total:8 so picking two, I'll pick the "not more guardians" and the "treasure", which means this time I'll need to do the wounds thing...

    Treasure roll
    Roll(2d6)+0: 4,2,+0 Total:6
    A copper and a bunch of rations...

    I kind of assume wounds will use brawn in some way, so I'll roll that... if that isn't correct let me know, Otherwise, let us know the results. :)
    Roll(2d6)+1: 6,3,+1 Total:10

    -

    Thinking I was quieter than I was I head further in to the ruins only to be jumped by goblins... seeing the dangers of a cascade of monsters this time I focus on doing it fast and quiet on my part... sure the goblins yell, but that's what they do right? So long as it's over quick shouldn't be to bad. But focusing on speed means I'm not as careful, so some of them get in under my guard as I go in for the quick kill openings.

    I take a few moments to go through their pockets... a losey copper coin and some miscellaneous goblin "jerky", which i contemplate while I evaluate my wounds before deciding if I need to press on to make today worth it...

    ReplyDelete
  40. Sean Leventhal For the record, I've been using wizards.com - Dungeons & Dragons Dice Roller for dice rolling, if you wanted a possibly different dice site.

    ReplyDelete
  41. I sneak through the dungeon, but turn back when I see too many goblins. Fortunately, hiding behind a makeshift wall I find a small bag of coins and some food. Enough food for ten days. Maybe enough time to reconsider going this alone. :)

    ReplyDelete
  42. I think that'll do us.

    I think I've got what I want: The moves as currently designed lead me to individual maurading through the dungeon, rather than doing it in a group. That's probably intensified by the pbp nature, but I a little reconjiggering will fix it.

    I may also need to clarify some wordage, too.

    Thanks, guys. If you've got any other feedback, I'd appreciate it, too.

    ReplyDelete
  43. You're welcome. And yeah, I 'm not sure I have /advice/ on how to do it but it could probably use something to indicate that group efforts would make things better. Maybe moves that indicate giving a companion boosts?

    ReplyDelete
  44. Or explicitly designate people to rolls. Like travel in dungeon world.

    ReplyDelete
  45. That's probbly the way to do it, Sean Leventhal. Which also lets me solve the XP problem I was having: I don't want highlighted stats.

    But, if it's "mark a stat when you use it", and "When you've marked all, take an advance", then this also solves the problem of everyone wanting the same role.

    Heck, I can even have a fifth role based on XP and make the Bard the best at it. :-)

    ReplyDelete