(Previous version of this got eaten somehow...take two)
First off, thanks Alex for all the work you're doing on the HFC. It looks like a great addition to the ACKS CR. I'm launching a new campaign soon that is using a bunch of stuff from the playtest document, so that should be a lot of fun.
In preparing for my campaign, I noticed that the HFC Treasure Table suggests that magic items are going to be reorganized by rarity from what's presented in ACKS CR. This has created a conundrum for me in that I want to use the HFC Treasure Table, but am not sure how to kit bash "4 uncommon" beyond just ignoring it and using the magic item rewards from CR, which I don't want to do. Any idea when we might see even a rough breakdown of the new magic item lists?
And yes, I see the irony in asking for this right after the Oct playtest doc dropped, but figured I'd ask anyway. ;-)
FWIW, I dig this change. The re-organization of all the disparate item types into tables by rarity is something I didn't know I needed until I saw it - it's a heck of a lot easier to instantly modify things depending on how you're doing your own HF this way.
That includes the new weapon/armor type tables as well. Need to work myself up a set for Gunpowder & Witches.
Sitting down and using it over lunch - would it be possible to have a XdY roll for GP value in the common/uncommon/etc magic tables, if you, for whatever reason, would want to convert back through to either money or other goods?
Common: 0 to 1,000gp. Targeted average: 500gp. Actual mathematical average: 636gp.
Uncommon: 1,001 to 6,000gp. Targeted average: 2,500gp. Actual mathematical average: 2,992gp.
Rare: 6,001 to 30,000gp. Targeted average: 12,500gp. Actual mathematical average: 18,409gp.
Very Rare: 30,001 to 150,000gp. Target average: 60,000gp. Actual mathematical average: 63,651gp.
Legendary: 150,001gp or more. Targeted average: 300,000gp. Actual mathematical average: 300,235gp.
The "targeted average" is what I was aiming for each chart to generate when I created it. The "actual mathematical average" is what ended up. In some cases I wasn't able to quit hit the target because of the need to maintain certain approximate equality in the percentage likelihood of particular items appearing, as well as the need to include all of various items on the lists.
Strictly speaking, the result is that Rare items are approximately 50% more valuable than they ought to be. I did not go back and reduce their frequency of appearance, though, as they are already pretty...rare...
Awesome, thank you. I'll swing around later with die rolls for that.
[quote="Alex"]
Strictly speaking, the result is that Rare items are approximately 50% more valuable than they ought to be. I did not go back and reduce their frequency of appearance, though, as they are already pretty...rare...
Using the "33 times a free professional’s wages per month, less 36gp" figure for professional slave costs on page 251 of the core rules, the wages values for prisoners/slaves come out as: Laborer: 2.3 gp (closer to the actual income of peasant labourers, though labourer slave costs explicitly don't use the professional slave formula.) Servant: 4.1 gp Merchant: 8.7 gp Waitin' Ladies: 31.4 gp (1/3 pi per day, apparently) Damsels Destressin': 152.6 gp
My assumption is that the 36 gp is supposed to represent a discount due to the expected upkeep costs of the slave over a period of twelve months or so.